Base Class: Cleric
Sometimes, very rarely, the gods of knowledge grant the ultimate gift, the ability to be a direct conduit for their will upon the world. There are those rare and incredibly devout followers that have dedicated themselves to patiently waiting for their moment to enact their gods' divine prophecies. Sought out for their wisdom and ability to see into paths that may be, they are Oracles of their gods. Guided by the embodiment of their deity in the form of a spiritual beast, they can read their destiny, and the destinies of others. These animals take upon the characteristics of the oracle’s deity and guide their oracle along their chosen path.
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with History and gain Celestial as a known language.
Fated Companion
Also at 1st level your god grants you a special holy symbol in the form of a star map, a jade statuette, a large flawed gemstone or a similar item. You may use this special holy symbol in an hour long ritual to summon a minor avatar of your god in the form of any of the animals listed in the Find Familiar spell. The animal is celestial in nature and may take on special characteristics. You may only cast spells using either your special holy symbol or your animal companion. If casting using your animal companion it must be within 60ft. Spells with a range of touch, may be cast through your familiar. Your companion may take its own actions and will follow commands given to the best of its ability. It takes actions immediately after your turn in initiative.
Toughness: When first summoned your companion has HP equal to double your cleric level as well as their normal HP.
Cosmic Savior: If an ally within 60 ft of you falls unconscious you may use your reaction to sacrifice your companion in a flash of bright light to stabilize them. At 12th level this ability brings your ally to the HP of the companion when it was sacrificed.
Fated to Return: If your companion has died, on your turn, you may use your bonus action to bring your companion back to life. When revived in this way the companion returns back at hp equal to your cleric level in the place of your holy symbol. You may use this feature once before you must take a long rest.
When your companion is brought to 0 HP it transforms back to its form as a special holy symbol in the same place. Your special holy symbol has 25 hit points and if it is lost or destroyed you may perform a ritual costing 25gp during the course of a long rest to receive a new one. The cleric that chooses this domain prepares new spells or makes changes to its spell list in a ritual with its animal companion or special holy symbol.
Channel Divinity: Prophetic Omens
Starting at 2nd level you may perform a ritual to send yourself and your allies visions of the day to come. At the end of a long rest you and a number of creatures equal to your wisdom modifier can participate in a ritual to receive an omen for each of your fates. Until the start of your next long rest you (not the other participants) are unable to be surprised in combat and you can use a reaction to grant a participant in the ritual a boon, but can only grant any one creature a single benefit per day.
Omen of Conflict: When a participant takes damage, you may grant 2d8+your wisdom modifier temporary hit points before the damage is applied.
Omen of Doom: When a participant fails a saving throw, reroll and use the new result.
Omen of Hidden Knowledge: When a participant makes a skill check that they are not proficient in, add +10.
Omen of Foresight: When a participant starts their turn surprised, use your reaction to allow them to take their turn.
Channel Divinity: Cosmic Flash
Starting at 6th level you can use your channel divinity to force your enemies to view a dark prophecy in their mind. As an action, you create a blinding flash of light in a 20ft line from your companion. A d6 is rolled and enemies chosen by the table below must make a Wisdom saving throw against your spell DC or suffer an effect. The effect lasts until the end of your next turn, however exhaustion from the fatigue effect remains.
At level 11 the range of this ability increases to a 20ft cone
At level 16 you may roll twice and choose one of those results to take effect.
1- Deafened: Any targets within the line are sent visions of a cannonball suddenly striking a bow of a ship they suddenly find themselves upon. Another shot goes wide but looking now at the threat they can see a 4 deck galleon firing at them as another shot sinks into the hull. They see visions of going down with the ship and the screams of their crewmates deafening their ears when they finally see clearly again.
2- Poisoned: Two targets within the line are chosen randomly and are sent visions of a ghastly horror. A lurching abomination of twisted rotting flesh and bone following them within a dark and damp corridor. Suddenly the darkness of the alley gives way to a dead end, and the mound of gore is upon them spewing bile and puss. They return to the battlefield retching from the disgusting sight.
3- Charmed: One target within the line is chosen randomly and is sent visions of a masked assassin. Following them for weeks, it is silent and has been sent to kill the target. Fighting valiantly, they watch as the assassin slips up right behind them, poised to strike. They can sense an unseen assassin ready to kill them immediately nearby and must act to destroy it. During this effect the target must attack an unoccupied space within range. Once an attack is made the target realizes it’s been charmed and continues with its turn. If there is no unoccupied space within range and the target is unable to use movement to reach an unoccupied space it must spend its action performing the dodge action.
4- Blinded: One target within the line is chosen by you and is sent visions of a great judgment hall. Massive fires rage on in frighteningly tall braziers. They are shackled and brought forth before what can only be Pelor himself within his great blazing hall. They are told of their horrible crimes and misdeeds by the yelling and fervent crowd before Pelor raises his fist, seemingly hearing enough of their despicable acts, and their very souls are washed away in his holy light before having their minds cleared of the vision, but not their sight.
5- Fatigued: Two targets within the line are chosen by you and are sent visions of a long journey. They travel for what seem like hours in an endless, barren landscape. After they feel as if they can no longer even stand they are cleared of the vision with their exhaustion remaining.
6- Stunned: One target within the line is chosen randomly and is sent visions of the end of a long night’s hard work. They saddle up their horse, eat a meal and watch dancers on the stage while they drink for hours. And then, they warm up their bedsheets and head off to a deep and dreamless slumber. When suddenly, in the peak hours of the morning, they are doused with a barrel full of ice water, and have their minds instantly wrenched out of the vision, shivering and slightly damp.
The Gift of Knowledge
Starting at 8th level you may choose to add half your cleric level rounded down to a skill check that you are not proficient in. You must announce that you wish to use this feature before you roll. You may use this ability a number of times equal to your Proficiency modifier before you must take a long rest. You may only use this feature for the same skill that day; Once you’ve taken a long rest and use this feature again you may choose a new skill.
Visions of Fate
Starting at 17th level, your god grants you the ability to see past the veil and project your influence as they do. As a ritual, you choose a creature that you know the name of and must have an object that the creature has carried on them for at least 30 days. After focusing on the object and preparing the ritual for 10 minutes, you and the target then slip into a trance. You must maintain contact with the item, if contact is broken, the trance is incomplete and creates no effects. After being in this trance for 10 minutes you and the target must make contested Wisdom ability checks where you get to add your proficiency modifier. Every 10 minutes afterwards that the ritual continues uninterrupted you both make additional contested ability checks as you become more and more connected with your fates ever more entwined. For every success during the contested ability checks, the winner gains deeper knowledge over the other. No matter how many successes either creature has, the ritual ends after 5 total contested ability checks.
1st Success: The winner knows the exact plane of existence the other is on for the duration of the trance.
2nd Success: The winner knows the other’s exact location within that plane for the duration of the trance.
3rd Success: The winner can see the target as if using the Scry spell. The target is viewed this way in any plane that they reside in for the duration of the trance. Any other creatures around it within 60ft can be seen as if from the perspective of the other, as well as vague surroundings for the duration of the trance.
4th Success: The winner has the full senses of the other and can read the thoughts of the other as if they have probed deep using the Detect Thoughts spell for the duration of the trance. The winner knows any language the other does for the duration of the trance.
5th Success: The winner has control over the immediate fate of the other. The winner may influence the other as if using the spell Geas at 7th level. The other can always understand the winner as if using Telepathy.
Previous Versions
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7/8/2022 6:45:06 PM
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