Cleric
Base Class: Cleric

Clerics of the Vision Domain call upon their gods to help them see into possible futures and gain insight that only the gods could grant.

Vision Clerics almost all start as ascetics. Many spend years in cloistered monasteries or living as hermits, forming a relationship with a particular god or guardian spirit. A few will spend their whole lives this way. Many, however, eventually rejoin the world, and when they do, they never leave it untouched. Some Vision Clerics serve kings and leaders as advisors, warning them of unforeseen dangers, urging them to be more pious and faithful. Others wander the land as traveling prophets, doing good and fighting evil wherever they are called to go. Vision Clerics have a reputation for being eccentric; they will reveal shocking secrets, write foreboding prophecies, and make scathing condemnations, all at the behest of their god. As such, they are often both loved and despised wherever they go.

Level 3: Mystic's Eye

As a Bonus action, you expend a use of your Channel Divinity to awaken your spiritual senses. You become attuned to the energies of a single target within 90 feet that you are aware of. As long as the effect lasts, you know the target's exact number of Hit Points. You learn the creature's type (Humanoid, Infernal, Undead, etc.), and about any resistances, immunities, or vulnerabilities the target has.

As a Magic action, you can look into the creature's mind, and intuit its surface level thoughts and immediate intentions.

Gaze of a God lasts for up to one minute, or until you are incapacitated. If the target drops to 0 Hit Points within the duration of this effect, you can use a Bonus Action to switch the target to another creature within range.

Level 3: Vision Domain Spells

Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Life Domain Spells table, you thereafter always have the listed spells prepared.

Vision Domain Spells
Cleric Level Prepared Spells
3 Detect Evil and Good, Detect Magic, Augury, Detect Thoughts
5 Speak with Dead, Tongues
7 Arcane Eye, Phantasmal Killer
9 Rary's Telepathic Bond, Mislead

Level 3: Premonitions

While you have Mystic's Eye active, you can foresee danger, allowing you to evade hazards or shout warnings to your allies. When the target of Mystic's Eye attacks you or an ally within 30 feet of you, you can use a Reaction to impose Disadvantage on the attack. Alternatively, if the target of Mystic's Eye causes you or an ally within 30 feet to make a Saving Throw, you can use a Reaction to grant Advantage.

You can use this ability a number of times equal to your Wisdom modifier. You regain all uses upon a Short or Long rest.

Level 6: Sight Beyond Sight

When you need to, you can call on sudden flashes of insight and inspiration from your deity. Once between Long rests, you can expend a use of Channel Divinity to cast one of the following spells without expending a spell slot: Augury, Clairvoyance, Speak with Dead, Arcane Eye (minimum 7th level), Divination (minimum 7th level) or Commune (minimum 9th level). Doing so does not require material components, and only requires a Magic action, even if the spell's casting time usually takes longer. You do not need to have these spells prepared to cast them in this manner.

Level 17: Gaze of the Gods

You have an unlimited number of Premonitions that you can use against the target of Mystic's Eye.

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