Base Class: Cleric
Clerics devoted to the practice of divination keep a close watch on past, present and future events – interpreting signs or visions shared by their deity. The gods of fate and destiny are referenced in inspired, reverent and afeared tones in equal measure. Clerics of divination are often met with a mixture of wonder and ridicule, as their practice is heavily associated with charlatans.
Clerics worshipping Chandra – a two-headed goddess that oversees the past and the future - peer into the loom of fate by churning butter or using cheese curds.
Domain Spells
You gain domain spells at the cleric levels listed in the Divination Domain Spells table. See the Divine Domain class feature for how domain spells work.
Divination Domain Spells
| Cleric Level | Spells |
|---|---|
| 1st | bless, identify |
| 3rd | augury, locate object |
| 5th | clairvoyance, nondetection |
| 7th | divination, locate creature |
| 9th | legend lore, scrying |
Bonus Cantrip
In addition to the domain spells above, you also learn the guidance cantrip, which doesn’t count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.
Bonus Proficiencies
When you choose this domain at 1st level, you gain proficiency in History and Insight.
Awakened Visions
Starting at 1st level when you choose this domain, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.
Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.
Channel Divinity: Divine Favour
Starting at 2nd level, you can use your Channel Divinity to tip the balance of fate in your favour. When you or an ally you can see within 30 feet of you makes an attack roll, ability check or saving throw, you can use your reaction and a use of your Channel Divinity to grant +10 to the roll. You make the choice after you see the roll, but before the DM says whether the roll was successful or not.
After you reach 5th level, you can use this feature to attempt to thwart enemy attack rolls. When an enemy rolls an attack against an ally you can see within 30 feet, you can use your reaction and a use of your Channel Divinity to subtract 10 from the roll. You make the choice after you see the roll, but before the DM says whether the attack hit or not.
Empowered Favour
Starting at 6th level, when you cast guidance or bless, the dice added to the roll becomes a d6 (instead of a d4).
Divine Sight
Starting at 8th level, you can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You can’t use the feature again until you finish a rest.
Darkvision. You gain darkvision out to a range of 60 feet, as described in chapter 8, “Adventuring.”
Ethereal Sight. You can see into the Ethereal Plane within 60 feet of you.
Greater Comprehension. You can read any language.
See Invisibility. You can see invisible creatures and objects within 10 feet of you that are within line of sight.
Exalted Visions
Starting at 17th level, the visions in your dreams intensify and paint a more accurate picture in your mind of what is to come. You roll three d20s for your Visions feature, rather than two.
Previous Versions
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10/3/2022 6:58:55 PM
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12
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1
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0.9
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Coming Soon
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