Seership Domain

Seers are those touched by gods or other powerful entities in order to help guide others. Rather than being the one to smite those who their patron considers “evil” or “unjust”, Seers help influence events and people in order to gain a favored outcome. While altering Fate is incredibly beneficial, it sometimes comes at a price.

The eyes of a Seer can view the threads of magic that weave between creatures and places. They are often wise beyond their intelligence as their patron nudges them forward like the guiding hands of fortune.

Seers are perfect for players who want to have more of a support role, using premonitions in order to aid their allies in battle. These clerics could be randomly chosen by gods who deem them vital to history and fate, or simply fortune tellers whose fortunes were heard by powerful ears.

Domain Spells

1st-level Seership Domain feature

You gain domain spells at the cleric levels listed in the Seership Domain Spells table. See the Divine Domain class feature for how domain spells work.

Seership Domain Spells
Cleric Level Spells
1th Detect magic, identify
3th Locate object, phantasmal force
5th Clairvoyance, dispel magic
7th Hallucinatory terrain, locate creature
9th Legend lore, scrying

Seer’s Intuition

1st-level Seership Domain feature

You begin to see the strings of magic that weave through the world. Whenever you make a Wisdom (Insight) check, you may treat a d20 roll of 9 or lower as a 10. In addition, you learn the guidance cantrip, which doesn’t count against the number of cleric cantrips you know. For you, it has a range of 30 feet.

Channel Divinity: Woesight

2nd-level Seership Domain feature

You can flare your eyes with magical energy as you search for a weakness in an enemy and subtly guide allies toward it. When an ally hits a creature with a weapon attack, you can use your reaction to turn it into a critical hit.

Twisting Fate

6th-level Seership Domain feature

Your vision extends slightly into the future, alerting you to incoming danger and giving you a small window to alter it. When an enemy you can see within 30 feet hits an ally with a critical hit, you can use your reaction to make them reroll the attack.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

Potent Spellcasting

8th-level Seership Domain feature

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Keeper of Sight

17th-level Seership Domain feature

You have learned how to alter the vision of all creatures around you. As an action, every hostile creature within 120 feet that can see you must succeed on a Constitution saving throw against your spell save DC or become blinded for 1 minute. Each creature can repeat the saving throw at the end of its turn, with a success ending the effect. In addition, every ally within 120 feet that can see you can make a DC 10 Wisdom (Insight) check. On a success, whenever they make an attack roll, they can treat a d20 roll of 7 or lower as an 8 for 1 minute.

Once you use this feature, you can’t use it again until you finish a long rest.

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