Cleric
Base Class: Cleric

Through circumstance or decision-making, you have become the servant of an extraplanar entity known by many names, the Eye, Beholding, It Knows You, and The Ceaseless Watcher among them. Although it has no corporeal form, nor does it have "motivations," in a traditional sense, it chooses Avatars to embody its will in physical reality. You have not been chosen, but you worship the Beholding. You are granted rewards for your zealous devotion, and you are tasked with analyzing all knowledge, forbidden, dangerous or mundane. All people must be observed. All will know the truth and you will serve and watch as the Eye rules over all someday.

Blessings of Beholding

At 1st level, you are given the ability to Know all written languages. You are granted the spell Tongues as a cantrip, and you also become proficient in your choice of two of the following skills: Arcana, History, Insight, Investigation or Religion.

Your proficiency bonus is doubled for any ability check you make that uses either of those skills.

Channel Divinity: Predicative Observations

Starting at 2nd level, you can use your Channel Divinity to tap into the Knowing capabilities of your master to observe what should happen and, more importantly, what you need to do to secure the correct outcome. You grant one ally within 30 yards of you advantage on their next attack roll or saving throw. Additionally, you can force one creature within 60 yards to make an Intelligence saving throw (based on your Spellcasting DC). If they fail, you impose disadvantage on the next attack rolls or saving throw that creature makes.

Channel Divinity: Know

At 6th level, you can use your Channel Divinity to Know certain aspects of a creature's mind.

As an action, choose one creature that you can see within 60 feet of you. You can then Know its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about) for 1 minute. If you wish to Know any deeper thoughts, you can force the target to make a Wisdom saving throw. On a success, you are forcibly removed from the creature's mind and can't use this feature on it again until you finish a long rest. On a failure, you can Know one personal detail, intention, or historical fact that they know.

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.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Reality Control

Starting at 17th level, you can call upon the Eye to look through any eye and Know the being it belongs to. If you spend at least 1 action in meditation, then you Know what you have sought. You can meditate in this way for a number of minutes equal to your Wisdom score and must maintain concentration during that time, as if you were casting a spell.

You can use this feature an unlimited number of times.

Mind Reading. Focusing on a target on any continent or at any distance, you meld your eyes to theirs, Knowing what they plan, think, are, and will do. This knowledge also lasts for a number of hours equal to your Wisdom score. You may ask up ten questions about your subject, and will learn the exact truth from their mind. They do not know you have entered their mind, and you can cast modify memory while concentrating on them without expending a spell slot. They automatically fail the saving throw if you have asked less than six questions, but you lose the remaining five or more questions when you cast the spell. Alternatively, you can use Channel Divinity: Predicative Knowledge on up to six targets, including yourself, to grant them advantage on all attack rolls and saving throws for an amount of hours equal to your Wisdom score. When you cast Channel Divinity in this way, the target(s) is(are) immune to scrying spells from anyone other than you for the same number of hours and gains Truesight. Additionally, you can grant knowledge to your target(s), implanting any fact or detail you have learned directly in the minds of one to five targets.

Note: you can use this feature to "hijack" scrying or arcane eyes rather than those of a creature, as well. While these targets will not provide information in the form of questions being answered, you can observe whatever the arcane or scrying eye sees as though looking through your own eyes.  

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