Cleric
Base Class: Cleric

The Visionary Domain exemplifies insightfulness. You are gifted in deciphering mysteries, seeing things for their true nature, and exposing falsehoods. You rely on your sharp eye for detail, but also on your finely honed ability to read the words and deeds of other creatures to determine their true intent. You excel at defeating creatures that hide among and prey upon ordinary folk, and your mastery of lore and your keen deductions make you well equipped to expose and end hidden evils. Visionaries often keep a healthy suspicion and awareness about their surroundings as a natural defense mechanism. 

The diety you worship has given you the task of being an emissary for their cause. You may follow the same god as another cleric but they may fall in a different domain. You were given your abilities to root out false idols, those attempting to wrong your diety, or maintain vigilant against those who wish to destroy you and what you stand for. 

Domain Spells

You gain domain spells at the cleric levels listed in the Visionary Domain Spells table. See the Divine Domain class feature for how domain spells work.

Visionary Domain Spells

Cleric Level Spells
1st bane, faerie fire
3rd darkness, branding smite
5th blink, haste
7th arcane eye, elemental bane
9th legend lore, scrying

Blessings of Vigilance

At 1st level, you learn two languages of your choice. You also become proficient in your choice of two of the following skills: Arcana, Perception, Insight, or Investigation.

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

Vigilant One

The foresight has taught you to be vigilant. As an action, you give one creature you touch (including possibly yourself) advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll or if you use this feature again.

Channel Divinity: Weakness Exploit

Starting at 2nd level, you can use your Channel Divinity to mark another creature's weak spot for your allies.

As an action, you choose one creature you can see within 30 feet of you, targeting it until the end of your next turn. The next time you or an ally of yours hits the targeted creature with an attack, the creature has vulnerability to all of that attack’s damage, and then this effect ends.

Channel Divinity: Target Acquisition

At 6th level,  you can use your Channel Divinity to strike with unerring accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses. 

Oracle Sight

At 6th level, you gain the ability to perceive a moment in the near future. As a reaction when you or a creature you can see within 30 feet of you suffers a critical hit, you can turn that hit into a normal hit. Any effects triggered by a critical hit are canceled.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.

Defense Breach

Starting at 8th level, you gain the ability to identify weak points in your opponent's defenses. 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 necrotic damage. When you reach 14th level, the extra damage increases to 2d8.

Opportunistic Strike

Starting at 17th level, you become an improved tactician in combat. 

You use your enemy's offense into their own destruction. When you or another creature you can see within 10 feet of you is hit by an attack roll, you can use your reaction to impose disadvantage on the attacker, potentially causing it to miss. If the attack misses, you can make one weapon attack against the attacker as part of this reaction, provided the attacker is within your weapon’s range.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.

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