Oracular

Soothsayers and fortune tellers litter historical accounts, telling of civilization’s constant need to know of coming events. Some watch the stars for guidance, while others cast bones or stare into intestines to divine on matters that span further than sight allows. While many gods offer the gift of future knowledge, some clerics are merely beholden to the stars, or the future itself, heeding no particular deity just as other clerics in the Savage Lands settings. Whatever the object of worship, a tribe that has an oracle elevates them to a position in parallel with the chief.

Oracular Domain Spells
Level Spells
1st detect evil and good, detect poison and disease
3rd augury, see invisibility
5th bestow curse, clairvoyance
7th divination, locate creature
9th commune, legend lore

Preventative Medicine

When you choose this domain at 1st level, you gain the ability to presciently create medicines and poultices for those around you, predicting a condition that they may come across. You can use a bonus action to apply medicine to cure an ally of either the poisoned or deafened condition, or stabilize a dying ally. When you reach 10th level, you can also use the medicine to remove a single exhaustion level, the blinded, paralyzed, or stunned condition, or restore 5 hit points to a dying ally. An application of this medicine can only ever have a single effect. You can use this ability once, and can do so again after finishing a long rest.

Channel Divinity

Starting at level 2, you get the ability to predict ambushes. As a reaction, you can use your Channel Divinity to allow yourself and up to two allies within 30 feet ignore the effects of a surprise.

When you reach level 8, you can use your Channel Divinity to answer questions on behalf of your deity, but only upon the request of others. Creatures can ask you up to three questions as though they had cast commune. You give a genuine answer as decided by your deity. Also at level 8, you can use your Channel Divinity as a reaction to impose advantage or disadvantage on an attack roll or saving throw made by a creature within 30 feet.

Keen Perception

At 6th level, you gain transcendent senses. You gain advantage on Wisdom (Perception) checks.

This also applies to your passive Perception score as normal.

Curse of Fate

At level 17, you gain the ability to place a unique curse upon a creature, as per bestow curse cast at 9th level. The curse can only be removed by a remove curse, greater restoration cast with a 9th level spell slot, or with a wish spell. When you dictate the curse, you can also dictate a condition that removes the curse, showing genuine remorse to a deified power, defeating a dangerous beast, or retrieving a lost item of power, or something of similar effect. If the victim is already suffering from a curse, that curse is removed and replaced by the one that you bestow. You can use this ability once, and can do so again after finishing a long rest.

Section 15: Copyright Notice

Simple Settings: Savage Lands. © 2018, Fat Goblin Games; Author: Rick Hershey, Ismael Alvarez