The stars of Pash-Mara
Unlike other cleric domains, the prophecy domain does
not belong solely to those gods who claim fate and
destiny as their spheres of influence. Although gods and
goddesses of fate and destiny do empower their clerics
with this domain, just as often clerics are empowered by
a god who desires a prophet to spread his vision of the
future in the world. Prophets dedicated to gods of other
spheres have their visions of the future colored by their
god’s more common domains while prophets of gods
of fate and destiny are more emotionally distant and
objective in their foretellings.
Prophecy Domain Spells
Cleric Level Spells
1st embrace destiny, guiding bolt
3rd detect thoughts, see invisibility
5th bestow curse, clairvoyance
7th arcane eye, divination
9th commune, dream
Starting at 1st level, you gain the guidance cantrip.
Starting at 1st level, you gain one of the following
Clouded Eyes. Your eyes are clouded and milky. You
are blind and have a blindsight to a distance of 45 feet.
Venerable. Your oracular vision came with advanced
old age. Your maximum hit points are reduced by 1 hp
per level. Your Wisdom score increases by 2 and you
can use Ability Score Increase features to raise your
Wisdom to a maximum of 22.
Withered Hand. You have a withered hand. You have
disadvantage on any weapon attacks and ability checks
made with that hand and cannot carry a shield with it.
When you roll a 1 on a damage die for damage you are
dealing to a creature from a spell you can reroll the die
and must use the new roll, even if the new roll is a 1.
Channel Divinity: Prophetic Vision
Starting at 2nd level, you can use your Channel Divinity
to look into the near future and see the shape of things
to come. As a bonus action you roll a d20 and record
the result. Within the next hour you can replace any
initiative roll, attack roll, saving throw, or ability check
made by you or a creature that you can see with one of
the foretold rolls. You must choose to do this before the
affected roll is made. Once the foretold roll is used it is
Starting at 6th level, as a bonus action you can give
a piece of cryptic advice to a creature you share a
language with. Once within the next hour when that
creature makes an attack roll, saving throw, or ability
check they can recall your cryptic advice to reroll the
die, using the second result instead. Once you have used
this feature you cannot use it again until you complete a
short or long rest.
Starting at 8th level, the first time each round you miss
with a melee or spell attack you can choose to reroll the
attack roll. You must use the second result.
Starting at 17th level, you can cast any divination spells
you know with a spell slot one level lower than what
would normally be required. 1st level divination spells
become cantrips for you.
Casting Time: 1 bonus action
Components: V, S
Duration: Concentration, up to 1 minute
Class: Bard, Wizard
You look into the future and see a murky vision of things
to come. When you cast this spell roll a d20 and record
the number rolled. Before the duration of this spell is
over you can replace any attack roll, saving throw, or
ability check made by you or a creature that you can see
with the foretold roll. You must choose to do this before
the affected roll is made. Once the foretold roll is used
it is lost.