Difference between revisions of "Prophecy Domain (5A)"

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{{5A}}
 
{{5A}}
The oracle domain is dedicated to communing between the world of the divine and mortals, bringing advice, warning, and if warnings are unheeded, retribution.
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This is an original [[Cleric (5A)|Cleric]] domain for [[5A]].
Gods of divination, wisdom, and fate patron oracles at any time, but at times any god may feel the need to send an oracle to bring an important divine message.  
 
  
''Players and GMs both are encouraged to come up with good ominous portents as a way to narrate the oracle's omens, but this is not a requirement and in no way changes the effect of the ability. Observations like
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''The prophecy domain is dedicated to communing between the world of the divine and mortals, bringing advice, warning, and if warnings are unheeded, retribution. Gods of divination, wisdom, and fate endow prophets at any time, but at times any god may feel the need to send an prophet to bring an important divine message.  
"she sheds a sudden unconscious tear looking at you",  
 
"you step on his shadow",  
 
"you see a black cat reflected in his polished shield",  
 
"a laurel leaf blows over her head",  
 
"he was the first one illuminated by the rising sun"
 
''and the like can be atmospheric or just feel like a waste of time, depending on the tastes of your gaming group.
 
  
== Domain Features ==
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Players and GMs both are encouraged to come up with a divine message the prophet is trying to spread and to integrate this with the theme of the campaign. Staying true to type, people will rarely heed the prophet's warnings, forcing them to take action themselves. Only once the danger has been faced will the prophet's message be commonly accepted. 
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'''Greyhawk
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''Prophets in the Grayhawk setting are sent when there is a conflict of faith, either within a cult or between the churches of different gods. New gods may send prophets to announce their arrival. This rarely resolves the situation, rather it escalates conflict, which may be why the gods send fewer and fewer prophets.
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== Subclass Features ==
 
{| class="wikitable"  
 
{| class="wikitable"  
|+'''Oracle Spells'''
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|+'''Prophecy Spells'''
|| '''Sorcerer<br>Level''' ||valign="bottom" | '''Spells'''  
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|| '''Cleric Level''' ||valign="bottom" | '''Spells'''  
 
|-
 
|-
| valign=top | 1 ||valign="top"| Detect Evil and Good, <br> Guiding Bolt
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| valign=top align=center | 1 ||valign="top"| [http://dnd5e.wikidot.com/spell:detect-evil-and-good Detect Evil and Good], [http://dnd5e.wikidot.com/spell:guiding-bolt Guiding Bolt]
 
|-
 
|-
| valign=top | 3 ||valign="top"| Augury, <br> Zone of Truth
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| valign=top align=center | 3 ||valign="top"| [http://dnd5e.wikidot.com/spell:augury Augury], [http://dnd5e.wikidot.com/spell:zone-of-truth Zone of Truth]
 
|-
 
|-
| valign=top | 5 ||valign="top"| Beacon of Hope, <br> Tounges
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| valign=top align=center | 5 ||valign="top"| [http://dnd5e.wikidot.com/spell:beacon-of-hope Beacon of Hope], [http://dnd5e.wikidot.com/spell:tongues Tongues]
 
|-
 
|-
| valign=top | 7 ||valign="top"| Divination, <br> Locate Creature
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| valign=top align=center | 7 ||valign="top"| [http://dnd5e.wikidot.com/spell:divination Divination], [http://dnd5e.wikidot.com/spell:locate-creature Locate Creature]
 
|-
 
|-
| valign=top | 9 ||valign="top"| Commune <br> Dream
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| valign=top align=center | 9 ||valign="top"| [http://dnd5e.wikidot.com/spell:commune Commune], [http://dnd5e.wikidot.com/spell:dream Dream]
 
|}
 
|}
 
=== Patient Divination ===
 
=== Patient Divination ===
When you choose this domain at 1st level your predictions become more reliable. When you cast a divination spell that has a chance to fail, you always succeed.
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When you choose this domain at 1st level your predictions become more reliable. When you cast a divination spell from your cleric spell list you gain the following benefits. A spell may benefit from more than one of these cases.
When you cast a divination spell that predicts the future, you can predict the future four times as far ahead as the spell normally allows.
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* A spell that has a chance to fail always succeeds.
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* A spell that can only be used a limited number of times in a period of time looses any such limitation.
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* A spell that requires you to make a saving throw; you always succeed.
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* A spell that predicts the future predict the future four times as far ahead as the spell normally allows.
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=== Good Omens ===
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Also at 1st level you gain the ability to interpret favorable omens. As a reaction you can allow you or an ally within 30 feet to reroll a single ability check, attack roll, or saving throw with advantage.
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They must use the second roll, even if it is worse.
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You can use this a number of times equal to your Proficiency Bonus and regain all uses when you finish a long rest.
  
=== Good Portents ===
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=== Channel Divinity: Portents ===
Also at 1st level you gain the ability to interpret favorable omens three times. As a reaction you can grant advantage on a single ability check, attack roll, or saving throw made by you or an ally within 30 ft.  
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Starting at 2nd level, you can use Channel Divinity to cast a spell of the divination school.  
You can use this a number of times equal to your Wisdom bonus (minimum once).
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: You expend a use of Channel Divinity to cast any one divination spell of a level equal to half your cleric level (rounded up). You do not to expend a spell slot. This spell need not be prepared, or even appear on your spell list, but if it does not appear on your spell list, you do not gain the benefits of the Patient Divination ability with this spell. All attributes of the spell are as given in the spell description, including casting time.
You regain all uses when you finish a long or short rest.
 
  
 
=== Channel Divinity: Bad Omens ===
 
=== Channel Divinity: Bad Omens ===
Starting at 2nd level, you can also interpret omens of doom.
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Starting at 6th level, you can channel divinity to interpret omens of doom.
As a reaction you can give disadvantage on a single ability check, attack roll, or saving throw made by a creature within 30 ft.  
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: As a reaction you can force an enemy within 30 feet to reroll a single successful saving throw, ability check, or attack roll with disadvantage. They use the second roll, even if it is better.
 
 
=== World of Signs ===
 
Beginning at 6th level, portents come spontaneously to you. You can call upon a spontaneous omen, one that is obvious and which you do need not spend an action interpreting.
 
This allows you to use Good portents or Bad Omens without it being an action.
 
You can do this at any time, regardless of surprise, effects, or conditions that would hinder an action.
 
Using Bad Omens this way still counts as a use of Channel Divinity.
 
Once you use this ability, you can’t do so again until you finish a long rest.
 
  
=== Guided Attack ===
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=== Blessed Strikes ===
At 8th level, your attacks are guided by fate. Once on each of your turns when you damage a creature with a weapon or cantrip, you can cause an extra 1d8 damage of the same type to the target. When you reach 14th level, the extra damage increases to 2d8.
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When you reach 8th level, you are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.
  
 
=== Greater Omen ===
 
=== Greater Omen ===
 
Starting at 17th level, you can call on a greater omen that affects many allies.
 
Starting at 17th level, you can call on a greater omen that affects many allies.
Good Portents can now affect all allies within 100 ft., as long as they are all rolling for the same task or action. This can help group checks and all saving throws made against a single effect that affects multiple allies.
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Your Good Omens and Bad Omens abilities now have a range of 100 feet.
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Good Omens can now affect all allies within 100 feet and Bad Omens can now affect all enemies within 100 feet, as long as they are all rolling for the same task or action. This can help group checks and all saving throws made against a single effect that affects multiple allies.
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Allies decide if they want to reroll or not.
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You decide if enemies must reroll or not.
  
 
== See Also ==
 
== See Also ==
 
* [[Auspex (Apath)|Auspex]]
 
* [[Auspex (Apath)|Auspex]]

Latest revision as of 15:17, 4 July 2024

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This is an original Cleric domain for 5A.

The prophecy domain is dedicated to communing between the world of the divine and mortals, bringing advice, warning, and if warnings are unheeded, retribution. Gods of divination, wisdom, and fate endow prophets at any time, but at times any god may feel the need to send an prophet to bring an important divine message.

Players and GMs both are encouraged to come up with a divine message the prophet is trying to spread and to integrate this with the theme of the campaign. Staying true to type, people will rarely heed the prophet's warnings, forcing them to take action themselves. Only once the danger has been faced will the prophet's message be commonly accepted.

Greyhawk Prophets in the Grayhawk setting are sent when there is a conflict of faith, either within a cult or between the churches of different gods. New gods may send prophets to announce their arrival. This rarely resolves the situation, rather it escalates conflict, which may be why the gods send fewer and fewer prophets.

Subclass Features

Prophecy Spells
Cleric Level Spells
1 Detect Evil and Good, Guiding Bolt
3 Augury, Zone of Truth
5 Beacon of Hope, Tongues
7 Divination, Locate Creature
9 Commune, Dream

Patient Divination

When you choose this domain at 1st level your predictions become more reliable. When you cast a divination spell from your cleric spell list you gain the following benefits. A spell may benefit from more than one of these cases.

  • A spell that has a chance to fail always succeeds.
  • A spell that can only be used a limited number of times in a period of time looses any such limitation.
  • A spell that requires you to make a saving throw; you always succeed.
  • A spell that predicts the future predict the future four times as far ahead as the spell normally allows.

Good Omens

Also at 1st level you gain the ability to interpret favorable omens. As a reaction you can allow you or an ally within 30 feet to reroll a single ability check, attack roll, or saving throw with advantage. They must use the second roll, even if it is worse. You can use this a number of times equal to your Proficiency Bonus and regain all uses when you finish a long rest.

Channel Divinity: Portents

Starting at 2nd level, you can use Channel Divinity to cast a spell of the divination school.

You expend a use of Channel Divinity to cast any one divination spell of a level equal to half your cleric level (rounded up). You do not to expend a spell slot. This spell need not be prepared, or even appear on your spell list, but if it does not appear on your spell list, you do not gain the benefits of the Patient Divination ability with this spell. All attributes of the spell are as given in the spell description, including casting time.

Channel Divinity: Bad Omens

Starting at 6th level, you can channel divinity to interpret omens of doom.

As a reaction you can force an enemy within 30 feet to reroll a single successful saving throw, ability check, or attack roll with disadvantage. They use the second roll, even if it is better.

Blessed Strikes

When you reach 8th level, you are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.

Greater Omen

Starting at 17th level, you can call on a greater omen that affects many allies. Your Good Omens and Bad Omens abilities now have a range of 100 feet. Good Omens can now affect all allies within 100 feet and Bad Omens can now affect all enemies within 100 feet, as long as they are all rolling for the same task or action. This can help group checks and all saving throws made against a single effect that affects multiple allies. Allies decide if they want to reroll or not. You decide if enemies must reroll or not.

See Also