Cleric
Base Class: Cleric

Sometimes the Gods see fit to imbue their most loyal followers with powers few mortals dare possess. The power to divine outcomes or alter fate are not to be given lightly. Often times these powers take an extreme toll on the mortal body that contains them.

Divination and soothsaying are not inherently good or evil and as such a handful of Gods from across the spectrum can imbue mortals with these gifts. Such deities include Bahamut, Io, Olladra, The Keeper and The Traveler.

Domain Spells

Cleric Level

Spells

1st

Bane, Expeditious Retreat 

3rd

Augury,  Blur 

5th

Haste,  Slow  

7th

Banishment,  Divination  

9th

Commune,  Greater Restoration  

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with a martial weapon of your choice and the Arcana skill.

Seer

Also starting at 1st level, you learn the True Strike spell.

Curse of The Sight

Being granted such amazing divine powers has taken a toll on your mortal body. In compensation for the great power you wield, you have been blinded.

You lose your sight but gain blindsight out to 30ft.

At level 6 this increases to 60ft.

At level 12 this increases to 90ft.

At level 17 you gain truesight to 90ft instead of blindsight.

Channel Divinity: Gift of The Sight

Starting at 2nd level, you can use your Channel Divinity to enter a trance to gain a glimpse of the difficulty of future efforts.

Once per day, as an action, you present your holy symbol and enter a trance. This trance lasts for 1 minute, which must be uninterrupted and during which you can take no other actions.

You can attempt to learn the DC of something you or a party member is about to attempt.

Roll a d20 and add your Wisdom modifier. If this roll would succeed at the action you learn the DC.

 

Twist Fate

Beginning at 6th level, your brief glimpses into the future are teaching you to alter the flow of time.

You  gain the ability to Twist Fate and may take advantage on any roll after rolling but before you know the outcome. You may do this once per long rest.

At level 12 you may use this ability twice per day and may instead use this it to make an enemy roll at disadvantage if you so choose.

At level 18 you may use this ability 3 times per day.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Master of Time

Starting at 17th level, you have become a master of time and stop aging. Any effects due to age you have already accrued remain all the same. You also gain access to the spell Time Stop once per long rest.

Previous Versions

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