Cleric
Base Class: Cleric

Your bond with your deity is about vision, clarity, discernment, and direction. Your faith provides you with dreams and visions that reflect the future reality. 

Gods of knowledge provide vision, clarity, discernment, and direction. Your faith comes with dreams and visions that reflect the future reality. Clerics with prophetic domains are gifted with these powers to serve a greater purpose. The Gods often are using them to support their own plans and vision and to see the world come to be more of their own. 

Domain Spells

You gain domain spells at the cleric levels listed in the Prophecy Domain Spells table. See the Divine Domain class feature for how domain spells work.

Prophetic Domain Spells

Cleric Level Spells
1st bane, bless
3rd augury, locate object
5th bestow curse, clairvoyance
7th Divination, Locate Creature
9th Scrying, Commune

A Stitch in Time

At 1st level, you gain the ability to to prevent future injury by healing your allies before they take damage. 

If by healing a creature with a spell you would raise its health points to an amount above its maximum, the creature gains temporary hit points equal to the extra amount healed. (Maximum temporary health points is equal to your cleric level).  These hit points cannot stack with other temporary hit points. 

Gifted Knowledge

At 1st level, you gain the ability to occasionally learn a statistic of a creature within your sight. As a bonus action, you can ask your deity to give you insight into the abilities of another creature. This is limited to asking for a specific ability Score, saving throw, proficiency level, movement speed, armor class, resistances, or immunities.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.

Channel Divinity: Portent

Starting at 2nd level, you can use Channel Divinity during a short or long rest to commune with your deity and receive prophetic visions. 

During this rest you may roll a d20 for every Channel Divinity spent 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 begin your next long rest, you lose any unused foretelling rolls.

Divine Reading

At 6th level, you gain the ability to read people's intentions and auras. Before rolling an Insight check, you may expend a use of Divine Reading to give yourself advantage on the check. 

You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.

Saves Nine

Starting at 8th level, anyone who is benefitting from temporary hit points granted by A Stitch in Time also receives a +1 to their Armor Class. 

Channel Divinity: Scrying Eye

Starting at level 8, you may use your ability to Channel Divinity and cast a variation of the scrying spell. 

You create space for a ritual using typical scrying components like bowls, incense, a crystal ball, etc. All components of this ability are identical to a regular scrying spell except for the following features. This variation allows you to scry only on a target that chooses to fail the saving throw willingly. This scrying ability lasts for an hour while you maintain the ritual where your body remains. Your vision is transported over the body of the target of the spell and you may oversee their actions and environment around them during this time.  The ability creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist.

You may cast spells that only target the subject of your scrying spell, and you are considered to be in range for all spells. You may not target any other creature with any of your spells even if you may apply them to the subject of your scrying spell and additional targets. Examples would be using the Bless spell, Healing Touch, Shield of Faith, etc.

If the target of your scrying spell rolls initiative, you will also roll initiative and be able to cast spells on the target during combat. You use spell slots as you  normally would when casting spells.

This ability lasts for one hour or until concentration is broken or if you end it early. Any interruption disrupts the ability and it must be cast again if you wish to reconnect with the target. 

 

This ability does not apply when you scry normally and only works as a function of your Channel Divinity feature. 

A True Visionary

Starting at 17th level, you can hold onto your visions with more reliability. Any Divination spell you cast lasts twice its normal duration. In addition, any creature trying to resist a scrying spell cast by you has disadvantage on the saving throw. 

Previous Versions

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