Prophecy Domain#

The Prophecy domain focuses on foretelling danger and preventing harmful outcomes. Clerics of this domain are also known as “oracles.” Oracles pay special attention to dreams, intuitive thoughts, and hallucinatory visions. They are widely believed to be capable of predicting the future, though their visions are often misinterpreted. They live by the phrase, “know thyself.”

Oracles often carry special varieties of incense and holy water with them. The holy water may be boiled to produce vapors, which the oracle inhales in order to enter a trance-like state. During such a trance, the oracle thrashes and wails as they experience flashes of divine insight. They often employ scribes to write down their words, so that they may be recalled later.

Level 3: Prophecy Domain Spells#

Your power as an oracle gives you access to certain spells. When you reach a Cleric level specified in the Prophecy Domain Spells table, you thereafter always have the listed spells prepared.

Level 3: Blessing of Foresight#

You use spells from the Divination school of magic to protect your allies from future events. Whenever you cast a Divination spell of level 1 or higher using a Spell Slot, choose one creature you can see. That creature gains Temporary Hit Points equal to your Wisdom modifier + your Cleric level.

Level 3: Channel Divinity: Prophetic Trance#

Š Treat the d20 roll as a 10.

Š The creature rerolls the d20 and uses the higher roll.

Š The creature adds 1d4 to the result of the D20 Test.

After you use your Reaction in this way, the trance ends unless you choose to gain 1 level of Exhaustion.

Level 6: Visions of Danger#

You can experience flashes of foresight that reveal to you when your allies will be harmed, allowing you to react with uncanny speed.

Flash of Foresight. When one of your allies takes damage or fails a saving throw, you may use your Reaction to move up to your speed and cast a Divination spell or a spell that restores Hit Points to one creature. The casting time of the spell must be a Reaction, action, or Bonus Action. You may use this feature twice, and you regain any expended uses when you finish a Short or Long Rest.

Augury Master. When you use your Channel Divinity to enter a Prophetic Trance, you gain the following additional options that you can apply using your Reaction when a creature you can see within 60 feet makes a D20 Test:

Š The creature rerolls the d20 and uses the lower roll.

Š The creature subtracts 1d4 from the result of the

D20 Test.

Level 17: Perfect Foresight#

When you use your Channel Divinity to enter a Prophetic Trance, you gain the following additional options that you can apply using your Reaction when a creature you can see within 60 feet makes a D20 Test:

Š Treat the d20 roll as a 2.

Š Treat the d20 roll as a 19.

Š The creature rolls 1d10 and adds the result to the

D20 Test.

You can use your Reaction in this way a number of times equal to your Wisdom modifier. The trance ends after you use all of these uses unless you choose to gain 1 level of Exhaustion, in which case the trance continues.

Additionally, while you are in the trance:

Š You have Darkvision out to a range of 120 feet.

Š You can see Invisible creatures and objects.

illustrated quote
Through divine sight, we glimpse the fragile threads of fate, ever weaving the future's uncertain tapestry. —Chondrus, Priest of Lutheria
Full-page art, p.110
Full-page art — p.110