Cleric
Base Class: Cleric

Believed to be driven mad by their visions, seer clerics are forsaken by their peers and destined to live in solidarity, attempting to make sense of their visions.

Bonus Proficiency

1st-level Seer Domain Feature

You gain proficiency in the perception skill.

 

Inspired Vision

Your God has blessed you with their ability to see the multiple threads of time. Once a long rest dream of the future with visions that vary in usefulness.

The DM rolls a d10 without you seeing.

1-3 - Is not relevant to what you want to know

4-8 - Is somewhat relevant to what you want to know

9-10 Is extremely relevant to what you want to know

Lend Fortune

1st-level Seer Domain Feat

You can predict and then assist your allies' moves. 

Use your reaction to give an ally advantage on an attack roll, saving throw, or ability check. As a consequence the your next attack roll, saving throw, or ability check you make for the next minute is at disadvantage. You can use this ability a number of times equal to your wisdom modifier. 

Channel Divinity: Embrace Destiny

2nd-level Seer Domain Feature 

You can use your channel divinity to gain insight to your enemy's fighting pattern.

As an action, present your holy symbol. Roll 1d20 and record the number rolled. For the next hour, you can replace any attack roll, saving throw, or ability check made by you or a creature that you can see within 60 feet with this roll. You can choose to replace the roll before or after seeing the result, but before the DM says whether or not you succeed.

Borrow Fortune

6th-level Seer Domain Feature

You gain insight to the layout of battle.

As a reaction when a creature within 60ft of you makes an attack roll, saving throw or ability check you can impose disadvantage on that check. You then have advantage of that check until it is used or 1 minute passes. (E.g. if you impose disadvantage on an athletics check, you now have advantage on athletics). You can use this ability a number of times a day equal to your wisdom modifier.

Divine Strike

8th-level Seer Feature

You gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Seer's Wrath

17th-level Seer Domain feature

Enemies you designate for destruction wilt under the combined efforts of you and your allies. If you deal your Divine Strike damage to a creature on your turn, you can curse that creature until the start of your next turn. The next time one of your allies hits the cursed creature with an attack, the target also takes 2d8 psychic damage, and the curse ends. You can curse a creature in this way only once per turn.

Seer Image

Comments

Posts Quoted:
Reply
Clear All Quotes