Creating A Prohpet
Once you have considered becoming a wise owl among naive adventurers, you must choose a deity to serve, and devote yourself to that deity’s wishes.
Hit Dice: 1d8 per Prophet level
Hit Points at first level: 10 + Constitution modifier
Hit Points at higher levels: 1d10 (or 6) + your Constitution modifier per Prophet level after 1st
Saving Throws: Dexterity, Wisdom
Skills: Choose two from Persuasion, Religion, Perception, Insight
Equipment: You start out with the following equipment, in addition to the equipment granted by your background:
– Holy spellcasting focus
– (a) a quarterstaff or (b) a dagger
– White cloak with the symbol of your deity on back (any color)
– (a) a priest’s pack or (b) scholar’s pack
At 1st level, you choose one deity to affiliate yourself with. You will gain your abilities through this deity and will speak with them or their underlings to gain your prophecies.
The prophet must fulfill the first request for a prophecy each week. She is only required to prophesy for someone whose alignment is no more than one step on one axis away from the prophet’s deity’s alignment. If the prophet is somehow unable to fulfill the request, she need not do so.
LEVEL Proficiency BONUS Features
1 4, Prophecy (Divination)
10 +5 Prophecy 4/day, Augment Prophecy
11 +5 Divine Insight +5, Divine Insight DC 8
12 +5 Telepathy (100 ft.), Opportunist Feat
13 +5 Prophecy 5/day
14 +5 Ability Score Improvement
15 +5 Righteous Lay on Hands
16 +5 Prophecy 6/day
17 +6 Telepathy (150 ft.)
18 +6 Ability Score Improvement
19 +6 Prophecy 7/day
20 +6 Mind Reading, Telepathy (200 ft.)
Starting at 1st level, a prophet receives a +1 insight bonus to initiative rolls, attack rolls, AC, and Reflex saves. Additionally, she can no longer be caught flat-footed. At every level divisible by 3, the insight bonus increases by 1.
Functions as detect evil, detect good, detect law, and detect chaos, simultaneously and only functioning on creatures. This ability is always active.
Starting at 1st level, a prophet may contact her deity or one of its underlings to learn something about a particular object, place, person, or creature. She may only use one type of prophecy at a time, and each prophecy takes ten minutes of uninterrupted prayer. The amount of information gained is the DM’s discretion.
Functions as the augury spell, using the prophet’s highest divine caster level as the caster level.
The prophet learns about the past of the subject based on a roll made by the DM. Add (the prophet’s highest divine caster level × 3)% to the roll. The table below indicates how many years back this ability reaches, and whether it is true. The player does not know whether the information gained is true or false. The subject must be within the prophet’s line of sight, though it may be anything, regardless of size. A person, a country, and the entirety of the plane are all valid targets.
1-5 complete, false
6-10 15d6, false
11-15 10d6, false
16-20 5d6, false
21-25 1d6, true
26-30 2d6, true
31-35 3d6, true
36-40 4d6, true
41-45 5d6, true
46-50 6d6, true
51-55 7d6, true
56-60 8d6, true
61-65 9d6, true
66-70 10d6, true
71-75 11d6, true
76-80 12d6, true
81-85 13d6, true
86-90 14d6, true
91-95 15d6, true
96-100 complete, true
You can’t be frightened. In addition you have advantage against being stunned, poisoned or, petrified if you are not incapacitated.
Lay on Hands
Beginning at 3rd level, a prophet with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to his/her prophet level × their Charisma bonus. A prophet may choose to divide their healing among multiple recipients, and doesn’t have to use it all at once. Using lay on hands is a standard action.
The prophet can remotely view and hear the subject, which can be a specific creature, location, or object. This functions as the greater scrying spell, except that the duration is 2d4 minutes and the distance to which the spell works and the truthfulness of the result are determined as the number of years and truthfulness are in retrocognition.
Initiate of Spirituality
You may use holy energy to attack the evil around you.
Prerequisite: Cha 13 or higher, good aligned
Benefit: A character with this feat can punish undead and evil outsiders once per day as an attack action. This blast of holy power has 10 feet radius, doing 3d6 holy damage unless they succeed at a Constitution saving throw (DC 10 +1/2 character level + Cha modifier) for half damage.
Works as retrocognition, but the roll determines how many days into the future the prophet can see, rather than how many years into the past she can see.
You have the power to get rid of every of the lowest beings that dare face you on the earth they brought so many sufferings to.
Free Action ’
Trigger: You hit a target that has demon, devil or undead keyword with an attack
Prerequisite: You have to worship any non-evil deity
Target: The target you have hit
Attack: Charisma or Wisdom Vs. Constitution
Hit: The target is weakened until the end of your next turn
Effect: The target takes radiant damage, equal to the amount of damage it took from the triggering attack.
Special: You may use this power the number of days equal to your Charisma or Wisdom modifier. When you gain the power, choose which ability to use for this power. The choice cannot be changed later and doesn’t change the other effects of the power
You can restore ability damage with your Lay on Hands ability.
Prerequisites: Lay on Hands, Base Charisma 12
Benefit: By spending 4 hit points of your lay on hands ability, you are able to heal 1 point of temporary ability damage.
Functions as the divination spell, the prophet’s highest divine caster level as the caster level.
A prophet may, in a single prophecy, combine two different prophecy types in a single prophecy, at no extra cost. A prophet may not combine augury with divination or retrocognition with precognition.
Righteous Lay on Hands
Your Lay on Hands ability is stronger for the pure at heart.
Prerequisites: Lay on Hands
Benefit: When using your Lay on Hands ability on a good-aligned person or creature, you heal the double amount of hit points.
A creature with this ability can communicate telepathically with any other creature within a range of 100 feet, that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.
This increases to 150 feet at level 17, and again to 200 feet at level 20.
You can read information from another creature’s mind.
Check: Make a Mind Reading check, with the DC determined by the level of information you want to access. The target makes a Will saving throw. If the Will save is successful or the skill check fails, the attempt fails. If the saving throw fails and the skill check succeeds, you have access to the information. You can locate one piece of information per round as a standard action as long as you continue to concentrate.
Level of Access DC
Surface thoughts 10
Short-term memory 20
Long-term memory 25
Surface Thoughts: You can learn what the subject is thinking. A successful Bluff check against the target’s Sense Motive check causes the subject to think consciously about a particular piece of information you’re looking for, such as a password or name, allowing you to pick it from the subject’s surface thoughts.
Associations: You pick up emotional and informational associations with the subject’s surface thoughts. For example, if the subject is thinking about someone, you know how the subject feels about that person, what her relationship to the subject is, and why the subject is thinking about her.
Short-Term Memory: You can access the subject’s memories of the past week or so, picking up on recollections and associations from that time.
Long-Term Memory: You can access any of the subject’s conscious memories, although the information is only as accurate as the subject recalls.
Subconscious: You can access the subject’s subconscious. This gives you access to memories and information the subject may not consciously recall (due to trauma or simple forgetfulness). It also grants you insight into the subject’s psyche, such as her deep subconscious desires, fears, traumas, and so forth.
Retry: Attempting a deeper level of access requires a new skill check and grants the target a new Will save. You must also take additional exhaustion levels.
Special: You can take 10 on Mind Reading checks, but you can’t take 20. You must be in mental contact with the subject.
Casting Time: Mind Reading is a standard action. It lasts as long as you concentrate.
You suffer one level of exhaustion after using this ability.
Arms of Hadar
Cloud of Daggers
Pass Without Trace
Protection From Energy
Mass Healing Word
Wall of Fire
You are capable of exploiting your divine senses to adapt to situations on the field of battle, gaining the following benefits:
1. Whenever a creature provokes an opportunity attack from you, you can make two weapon attacks against the target (instead of just one) as part of the same opportunity attack.
2. Whenever a creature would make an attack of opportunity against you, you can use your reaction to make a melee weapon attack against the attacking creature.
3. Whenever you Ready an action, you gain advantage on the first attack roll or ability check that action allows or requires you to make,in addition to the original readied action.