Prophecy Domain

The Prophecy domain focuses on the flow of time and divining impending events that gods and fates have planned for humanity. Deities of Prophecy use their power to provide hints and clues about the future and in some cases they may directly intervene, bending and shaping the fate of certain individuals. Any deity with an interest in fate, destiny, creation, or time may have access to this domain, particularly deities of divination and prophecy (such as Apollo, Alaunus, and Ceridwen), creation gods (such as Atum, Ahura Mazda and El), and gods of knowledge and wisdom (such as Isis, Athena, and Odin).

Prophecy Domain Spells
Priestess Level Spells
1st Bless, detect evil or good
3rd Augury, suggestion
5th Bestow curse, remove curse
7th Divination, locate creature
9th Commune, geas

Omen Reading

Beginning at first level, the augury spell is always one of your prepared spells and does not count against your total number of spells you can prepare. With this domain feature, you can cast augury as a ritual, even though it is a 2nd level spell.

Bonus Cantrip

When you choose this domain at 1st level, you gain the true strike cantrip if you don’t already know it.

Channel Divinity: Fateful Strike

Starting at 2nd level, you can use your Channel Divinity to strike with prophetic foresight. You can use your Channel Divinity to add a +10 bonus to an attack roll that you have just made, but before the GM reveals whether the attack hit or missed.

Channel Divinity: Fate Bending

At 6th level you can use your Chanel Divinity to warp the fortunes of other creatures around you, helping your allies and hindering your foes. Choose a number of creatures within 30 feet of you that is no more than half your priestess level (allies and/or enemies, and which may include yourself). You decide whether each target creature receives a fateful blessing or a fateful curse. Whenever a target who received the blessing makes an attack roll or a saving throw, they can roll a d4 and add the number rolled to the attack roll or saving throw.

Targets of the curse must make a Charisma saving throw. Those that succeed are unaffected. Whenever a target that fails this saving throw makes an attack roll or a saving throw, they must roll a d4 and subtract the number rolled from the attack roll or saving throw.

This effect lasts for one minute. You can’t use this feature again until you finish a long or short rest.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.

Hand of Fate

Upon reaching 17th level, you can alter the fate of creatures you touch, effectively bestowing curses or granting blessings. The subject of a blessing receives your choice of one of the following:

  • Choose one ability score: While blessed, the target has advantage on ability checks and saving throws made with that ability score.
  • While blessed, the target has advantage on attack rolls against one individual creature.
  • While blessed, the target gains a bonus action each round until the effect ends.
  • While the target is blessed, its attacks and spells deal an extra 1d8 of their same type of damage that they normally deal to the target.

To apply a curse to a creature, you must make a melee spell attack against the target. On a hit, the target makes a Wisdom saving throw or suffers from your choice of one of the following options:

  • Choose one ability score: While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.
  • While cursed, the target has disadvantage on attack rolls against you.
  • While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.
  • While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target.

You may only affect one creature at a time with this feature. If you use this feature on another creature while it is still active on a previous creature, the active effect ends as the new one starts. The effect lasts for 1 minute, but you can end it sooner with an action.

Section 15: Copyright Notice

Amazon Vs Valkyries: Domains, Copyright 2020, Bloodstone Press; Author: L.J. Ogre

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