Base Class: Cleric
Clerics of the prophecy domain are prophets of their gods, granted visions of things terrible and bizarre. The path to becoming a prophet is different for all. Some pray in a monastery for years seeking enlightenment and have the visions forced upon them. But no matter what, any brain touched by the mind of god goes at least a little mad. And yet, with knowledge inaccessible to anyone else, is there anyone more sane? Prophecies contain both clarity and confusion and in order to succeed clerics of the prophecy domain must master both.
Prophetic Dreams
Starting at 1st level, your dreams are filled with visions of the following day. As a result you have a unique ability to prepare spells that will serve you. Once a day, you can pick any spell on the Cleric Spell list that you are capable of preparing and decide that you had prepared it that morning.
Domain spells:
Level 1: Silvery Barbs, Identify
Level 3: Detect Thoughts, Borrowed Knowledge
Level 5: Fear, Clairvoyance
Level 7: Confusion, Divination
Level 9: Commune, Dream
Share Visions
At 2nd level, you can the ability to force your insane visions on a creature. These visions will drive this creature mad.
When you use this ability, one creature within 60ft is possessed with nightmarish hallucinations. For the next minute, the creature is under the effects on the confusion spell. At the end of each turn, they make a Wisdom saving throw to escape the effects of confusion. The of the saving throw is equal to your Spell Save DC.

Potent Spell casting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Messenger of the Word
By 17th level, you are able to directly convey prophecies from your god. When you share these messages, followers listen rapt and even non-believers quake. As an action, you can share a message from your god to everyone within 90 feet of you about. When you do this, every creature within range that you choose and that can understand you must make a Wisdom saving throw(against your Spell Save DC) or be frightened or charmed. You choose whether to frighten or to charm when you use the ability, but all creatures must be affected by the same condition. If your message makes sense within the context of the scenario, nobody realizes you are using a supernatural ability. You can use this ability a number of times per long rest equal to your Wisdom modifier.
Premonition of Failure
By 6th level, you occasionally get the sense that your attacks will not land and you instead choose to take a different approach in combat. After rolling to hit a creature but before learning whether you succeed, you may decide that this attack did not happen in reality and instead was merely a vision of what would have happened had you attacked. You can instead take a different action on your turn. If you have multiple attacks using the same action, this ability can only be used after the first attack.
You can use this ability once per short rest.
Previous Versions
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