Cleric
Base Class: Cleric

"The Oracle is not the only creature in Thylea with the power of prophecy. Over the centuries, others have exhibited the same gift as Versi. The power is exceedingly rare, and it seems unaffected by one's bloodline. Even the lowest of mortals may experience visions of the future, though few are wise enough to use the knowledge well. My sister seeks out those with the gift, hoping to offer them guidance. It's dangerous business, meddling with Fate." — Kyrah, Goddess of Music 

The Prophecy domain focuses on foretelling danger and preventing harmful outcomes. Clerics of this domain are also known as “oracles.” Oracles pay special attention to dreams, intuitive thoughts, and hallucinatory visions. They are widely believed to be capable of predicting the future, though their visions are often misinterpreted. They live by the phrase, “know thyself.”

Oracles often carry special varieties of incense and holy water with them. The holy water may be boiled to produce vapors, which the oracle inhales in order to enter a trance-like state. During such a trance, the oracle thrashes and wails as they experience flashes of divine insight. They often employ scribes to write down their words, so that they may be recalled later.

Prophecy Domain Spell List

Cleric Level

Spells

3rd

Detect Magic, Identify, Augury, Locate object

5th

Beacon of hope, Clairvoyance

7th

Death ward, Divination

9th

Dream, Scrying

Level 3: Blessing of Foresight

Starting at 3rd level, you use your divination spells to protect your allies from future events. Whenever you cast a divination spell of 1st level or higher, choose one creature you can see. That creature gains temporary hit points equal to your Wisdom modifier + your cleric level. Also, you gain the message cantrip if you don’t already know it, and you gain proficiency in the Perception skill.

 

Level 3: Channel Divinity: Leading Prophecy

Starting at 3rd level, you can use your Channel Divinity to enter a prophetic trance. As a bonus action you roll a d20 and record the number rolled. For the next minute you can replace any attack roll, saving throw, or ability check made by you or a creature that you can see within 30 feet of you with the recorded roll.

You can only record one number at a time.

 

Level 6: Visions of Danger / Healing Vapors

Visions of Danger

Starting at 6th level, you experience flashes of foresight that reveal to you when your allies will be harmed, allowing you to react with uncanny speed. When you ready a spell that restores hit points, it does not require or break concentration. Additionally, when one of your allies takes damage or fails a saving throw, you may use your reaction to move up to your speed and cast a beneficial spell that only targets your imperiled ally. The casting time of the spell must be a reaction, action, or bonus action. You may use this feature twice, and you regain any expended uses when you finish a short or long rest.

Healing Vapors

Starting at 6th level, your healing spells are accompanied by a mist of restorative vapors. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to your Wisdom modifier. Additionally, when you cast a spell of 1st level or higher that restores hit points, you may choose to add the effect of fog cloud at the location of one of your targets. You must complete a long rest before you can create another fog cloud with this feature.

 

Level 17: Perfect Foresight

Starting at 17th level, your prophetic powers are nearly infallible. When you enter a prophetic trance with Channel Divinity, you may choose to replace the result of the  d20 prophecy roll with any number between 1 and 19 of your choice. Additionally, while you are in the trance, you gain darkvision out to a range of 60 feet, and you can see invisible creatures and objectives within 10 feet of you that are within line of sight.

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