Difference between revisions of "Prophecy Domain (5A)"
(wk) |
(→Subclass Features: They must use the second roll, even if it is worse.) |
||
Line 35: | Line 35: | ||
=== Good Omens === | === 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. | 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. | ||
− | You can use this three times | + | They must use the second roll, even if it is worse. |
− | + | You can use this three times and 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 channel divinity to interpret omens of doom. | Starting at 2nd 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 ability check or attack roll with disadvantage. | + | : As a reaction you can force an enemy within 30 feet to reroll a single successful ability check or attack roll with disadvantage. They use the second roll, even if it is better. |
=== Channel Divinity: Portents === | === Channel Divinity: Portents === |
Revision as of 14:28, 12 May 2022
Starfox's 5th Edition Fan Page |
This is an original Cleric domain for 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. 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 minor events and observations that serve as portents to narrate the oracle's omens, but this is not a requirement and in no way changes the effect. Observations like "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", or "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.
Subclass Features
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 that has a chance to fail, you always succeed. 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.
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 three times and regain all uses when you finish a long or short rest.
Channel Divinity: Bad Omens
Starting at 2nd 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 ability check or attack roll with disadvantage. They use the second roll, even if it is better.
Channel Divinity: Portents
Starting at 2nd level, you can use Channel Divinity to cast a spell of the divination school.
- You expand a use of Channel Divinity to cast any one divination spell of a level equal to half your level or less (rounded up). This spell need not be prepared, or even appear on your spell list. You do not need to expand a spell slot. The spell counts as a cleric spell to you. All attributes of the spell are as given in the spell description, including casting time.
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 Omens or Bad Omens without it being an action. You can do this at any time, regardless of incapacitation, 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 or short rest.
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. 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.