Divine Intervention. You can call on your deity to intervene on your behalf as an action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than 11, your deity intervenes. The DM chooses the nature of the intervention. If your deity intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.
Read Thoughts. as an action, choose one creature that you can see within 60 feet of you. That creature must make a Wisdom saving throw. If the creature succeeds on the saving throw, you can't use this feature on it again until you finish a long rest. If the creature fails its save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about) when it is within 60 feet of you. This effect lasts for 1 minute. During that time, you can use your action to end this effect and cast the suggestion spell on the creature without expending a spell slot. The target automatically fails its saving throw against the spell.
Spellcasting. The seer is a 11th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +5 to hit with spell attacks). The priest has the following cleric spells prepared:
Cantrips (at will): light, prestidigitation, thaumaturgy
1st level (4 slots): bane, comprehend languages, sanctuary, detect evil and good, detect magic, hex, protection from evil and good
2nd level (3 slots): augury, darkness, locate object, silence
3rd level (3 slots): bestow curse, clairvoyance, fear, speak with dead, tongues
4th level (3 slots): divination, locate creature
5th level (2 slots): circle of power, commune, dispel evil and good, hallow, legend lore, geas
6th level (2 slots): eyebite, true seeing
Sacrificial dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (4) 1d4+2 piercing damage. A hit on a restrained/ incapacitated or other similarly conditioned creature takes x3 damage.
Description
Sacred seers are the spiritual guides in some communities and act as oracles, mystics, and priests. Their ways are dark and secretive; their circles cultlike, and their beliefs on pleasing the gods sometimes off-putting. They are usually accompanied by cultists or acolytes.
Comments