Base Class: Sorcerer
Medani Prophets are mystics and sorcerers drawn from a rare and rigorous tradition within House Medani. From a young age, they are inundated with the blood of Dragonmarked members, undergoing rituals that attune their minds to the currents of fate and the weave of prophecy. Very rarely are Dragonmarked heirs themselves trained as Prophets; they are typically seen as more valuable in other roles within the House.
Those who undergo the Prophets’ training are wracked with visions they cannot control, glimpses of possible futures and hidden truths that can be as tormenting as they are enlightening. Despite the personal cost, Medani Prophets are considered exceptionally insightful and precognitively gifted, often sought for counsel, divination, and the interpretation of omens both subtle and catastrophic.
Flavor: To meet a Medani Prophet is to meet a mind always half-elsewhere, reading the threads of fate in ways most cannot perceive—and to see their eyes is to feel the weight of knowledge no ordinary mortal should carry.
Level 3: Visionary Spells
When you reach a Sorcerer level specified in the Visionary Spells table, you thereafter always have the listed spells prepared.
| Sorcerer Level | Spells |
|---|---|
| 3 | Guidance, Detect Magic, Augury |
| 5 | Clairvoyance, See Invisibility |
| 7 | Divination, [Tooltip Not Found] |
| 9 | Commune, Foresight |
Level 3: Eyes of the Future
Medani Prophets are mystics and sorcerers drawn from a rare and rigorous tradition within House Medani. From a young age, they are inundated with the blood of Dragonmarked members, undergoing rituals that attune their minds to the currents of fate and the weave of prophecy. Very rarely are Dragonmarked heirs themselves trained as Prophets; they are typically seen as more valuable in other roles within the House.
Those who undergo the Prophets’ training are wracked with visions they cannot control, glimpses of possible futures and hidden truths that can be as tormenting as they are enlightening. Despite the personal cost, Medani Prophets are considered exceptionally insightful and precognitively gifted, often sought for counsel, divination, and the interpretation of omens both subtle and catastrophic.
Flavor: To meet a Medani Prophet is to meet a mind always half-elsewhere, reading the threads of fate in ways most cannot perceive—and to see their eyes is to feel the weight of knowledge no ordinary mortal should carry.
Level 6: Threads of Fate
At the start of your turn, you may choose to roll a d20. If the result is a natural 1 or natural 20, you are stunned until the end of your turn, overwhelmed by the intensity of your visions.
For the next minute, you may substitute the result of that roll for any attack roll, ability check, or saving throw, before knowing the original outcome, even if the roll was not a 1 or 20.
You can use this feature a number of times equal to your proficiency bonus, and all uses refresh on a long rest.
When you use this ability, you may spend Sorcery Points to increase or decrease the d20 result, on a one-for-one basis, allowing you to adjust the substituted roll as needed.
Flavor: The threads of fate swirl around you, sometimes striking violently, sometimes granting perfect insight. When the visions overwhelm you, you may falter, but in that chaos lies the power to reshape outcomes with careful control.
Level 14: Visionary Fugue
You can enter a trance-like state in which the threads of fate flow through your mind, allowing you to perceive moments of the immediate future.
Once per short or long rest, you can enter this state.
While in this state:
All attacks against you have disadvantage.
You have advantage on all saving throws.
Because your mind is partially ahead of the present, your attack rolls have disadvantage, and targets have advantage on saving throws you cause.
You can remain in this state for up to 1 minute, or until you are incapacitated, or you end the effect voluntarily.
While in this fugue, you may spend Sorcery Points to increase the result of an attack roll or decrease the result of a saving throw you cause, on a one-for-one basis.
Level 18: Master of Fate
You have mastered control over your visions, allowing you to manipulate outcomes around you.
A number of times per day equal to your Charisma modifier (minimum 1), after you see the result of an attack roll, ability check, or saving throw made by a creature within 30 feet of you that you can see, you may choose to force a re-roll of that roll.
When re-rolling, you decide whether the roll is made with advantage or disadvantage.
Flavor: Your sight pierces the currents of fate, letting you twist the threads of chance in your favor—or against your enemies. Every outcome is malleable to your will, but only for a limited number of moments each day.
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