Cleric
Base Class: Cleric

Whisk forward and back. See reality and into the depths. Make your future the way you envision it. Clerics of the Foresight Domain are powerful oracles. They see into the future, cursing and blessing ally and enemy alike with prophesied futures. They are quick on their feet, able to react to things before they happen. To see into the future is a great burden, and these clerics turn that burden toward their foes.

Future Sight (Level 1)

At 1st level, your studies and training have quickened your mind and senses, allowing more versility in combat in regards to others on the battlefield. You gain an additional reaction per combat round. You can only use one reaction per combat trigger (Ex you cannot trigger two opportunity attacks on the same instance).

 

Channel Divinity: Self-Fulfilling Prophecy (Level 2)

Starting at 2nd level, when you attack or heal a creature you can use your Channel Divinity to bestow one of the following prophecies upon them (You use your spell save DC for all affects):

1:) Prophecy of the Hero: You declare that a creature will rise to the occasion and find the resolve they need to complete the mission. For the next minute the target of this prophecy is immune to being charmed and frightened. Furthermore, they have advantage on their first attack each turn.

2:) Prophecy of the Chosen: You declare that a creature within 60ft will overcome their foes and become a legend. A creature affected by this prophecy can add +10 to their next saving throw should they fail. Once this prophecy is used it is nullified.

3:) Prophecy of the Bound: You declare a creature within 60ft will be chained and locked away. The target must make an Intelligence saving throw. On a failure for the next minute, their movement is halved, and if they can fly or teleport they lose the ability to do so. On a success the creature shakes off the prophecy, but takes psychic damage equal to your proficiency bonus as their mind wracks with pain.

4:) Prophecy of the Baned: You declare a creature within 60ft will succumb to their failures. For 1 minute when the creature affected by your prophecy makes an attack roll, ability check, or saving throw they must subtract 1d6 once per turn. You choose what they subtract from.

5:) Prophecy of the Bloodied: You declare a creature within 60ft will bleed out from their wounds. The target of this Prophecy is marked for death. You can sense when this target is below half their hitpoints. When you deal damage to this target you deal additional damage equal to your proficiency bonus. Furthermore, you critically hit this target on a 19 or 20.


6:) Prophecy of the Undying: You declare that the creature will survive their wounds. A creature with this Prophecy drops to 1 hitpoint if they were to be knocked unconscious. Furthermore the creature receives temporary hitpoints equal to their player level. Once this Prophecy triggers it is nullified.

7:) Prophecy of the Exposed: You declare a creature within 60ft will become weary and weak. For the next minute the target loses all damage resistances.

8:) Prophecy of the Gifted: You declare that a creature within 60ft will become a prodigy. For the next minute a creature affected by this prophecy can add 1d6 to an attack roll, ability check, or saving throw once per turn.

9:) Prophecy of the Swift: You declare a creature within 60ft will speed to the aid of their allies. A creature affected by this prophecy has their speed increased by 30ft for 1 minute. Furthermore, they can make a single weapon attack as a bonus action for the duration.

10:) Prophecy of the Broken: You declare a creature within 60ft of you will crack under pressure in battle. A creature affected has disadvantage on Intelligence and Wisdom saving throws for 1 minute. Furthermore, if they fail one of these saving throws they take psychic damage equal to your player level. Once they fail an Intelligence or Wisdom saving throw the prophecy is nullified.

11:) Prophecy of the Mighty: You declare a creature within 60ft of you will grow incredibly strong. A creature affected by this prophecy has advantage on Strength saving throws and strength checks for the next minute. Furthermore, you can attempt to throw an enemy as a bonus action (Make opposing athletic checks. If you win the opposing check you throw the creature equal to your athletics check if its 1 higher than your creature size or lower. You deal 1d4 damage for every 5ft thrown rounded up).

12:) Prophecy of the Magi: You declare a creature within 60ft of you will be a great mage. A creature affected by this prophecy can cast a spell of 5th level or lower once without expending a spell slot. Once they cast a spell in this way the prophecy is nullified.

13:) Prophecy of the Cursed: You declare a creature within 60ft of you will die brutally from their wounds. A creature affected by this prophecy cannot heal for 1 minute.

Partaker in Prophecy (Level 6)

At 6th level, when you use your Channel Divinity to bestow a Prophecy, you may bestow one of your prophecies upon yourself as well.

Prophetic Synergy (Level 8)

Starting at 8th level, you gain two Omens that you can bestow:

Bad Omen:
When you hit an enemy with an attack or spell you deal an additional 1d8 damage.

Good Omen: When you heal a creature they heal an additional 1d8 hitpoints.

Unyielding Foresight (Level 17)

At 17th level, as an action you evoke the future to yourself and your allies. Roll 1d10. You have a number of turns equal to the number rolled  of the Foresight spell (If you roll a 1 you may reroll once). When you use this action you can give divy out the turns of Foresight between yourself and you allies in any way you see fit.

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