Prophet

by MoleMage

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Prophet

Source of Power

Origin

Creating a Prophet

Optional Rule: Multiclassing

If your group uses the optional rule on multiclassing in the Player's Handbook, here's what you need to know if you choose prophet as one of your classes.

Ability Score Minimum. As a multiclass character, you must have at least a Wisdom of 13 to take a level in this class, or to take a level in another class if you are already a prophet.

Proficiencies Gained. If prophet isn't your initial class, here are the proficiencies you gain when you take your first level as a prophet: light armor, shields.

Pact Magic Spell Slots. Add your levels in prophet and your levels in warlock together to determine the number and level of spell slots granted by your Pact Magic class feature as if you were a single-classed member of either class. As normal, you can use the spell slots you gain from Pact Magic to cast spells you know or have prepared from classes with the Spellcasting class feature, and you can use spell slots you gain from the Spellcasting class feature to cast prophet spells you know.

Quick Build

You can make a prophet quickly by following these suggestions. First, your highest ability score should be Wisdom. Second, choose the Hermit background. Third, choose the cantrips Sacred Flame and Guidance and the first level spells Guiding Bolt and Cure Wounds. Finally, choose the Omens Blinding Radiance and Glimpse of Mastery.


The Prophet
Level Proficiency Bonus Features Cantrips Known Spells Known Spell Slots Slot Level Omens Known
1st +2 Pact Magic, Omens 2 2 1 1st 2
2nd +2 Liturgy 2 3 2 1st 2
3rd +2 Channel Divinity (1/rest) 2 4 2 2nd 3
4th +2 Ability Score Improvement 3 5 2 2nd 3
5th +3 -- 3 6 2 3rd 4
6th +3 Liturgy Feature 3 7 2 3rd 4
7th +3 -- 3 8 2 4th 5
8th +3 Ability Score Improvement 3 9 2 4th 5
9th +4 -- 3 10 2 5th 6
10th +4 Omens Improvement, Liturgy Feature 4 10 2 5th 6
11th +4 Revelation (6th) 4 11 3 5th 7
12th +4 Ability Score Improvement 4 11 3 5th 7
13th +5 Revelation (7th) 4 12 3 5th 8
14th +5 Channel Divinity (2/rest) 4 12 3 5th 8
15th +5 Revelation (8th) 4 13 3 5th 9
16th +5 Ability Score Improvement 4 13 3 5th 9
17th +6 Revelation (9th) 4 14 4 5th 10
18th +6 Liturgy Feature 4 14 4 5th 10
19th +6 Ability Score Improvement 4 15 4 5th 11
20th +6 Bend Fate 4 15 4 5th 11

Class Features

As a prophet, you gain the following features:

Hit Points


  • Hit Dice: 1d8
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per prophet level after 1st.

Proficiencies


  • Armor: Light Armor, Shields
  • Weapons: Simple weapons
  • Tools: One set of artisan's tools or one musical instrument

  • Saving Throws: Wisdom and Charisma
  • Skills: Choose two from Arcana, Insight, Medicine, Perception, Religion, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) any simple melee weapon or (b) a crossbow with 20 bolts
  • (a) a holy symbol
  • (a) an priest's pack or (b) a scholar's pack

Pact Magic

At 1st level, you are imbued with the divine, allowing you to work magical spells similar to a cleric's.

Cantrips (0-level spells)

At 1st level, you know two cantrips of your choice from the prophet spell list. At higher levels, you learn additional prophet cantrips of your choice, as shown in the Cantrips Known column of the prophet table.

When you gain a level in this class, you can replace one of the prophet cantrips you know with another cantrip from the prophet spell list.

Spell Slots

The Prophet table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your prophet spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or a long rest. For example, when you are 5th level, you have two 3rd-level slots. To cast the 1st-level spell guiding bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.

Spells Known of 1st Level and Higher

At 1st level, you know two 1st-level spells of your choice from the prophet spell list. The spells known column of the Prophet table shows when you learn more prophet spells of your choice. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new prophet spell which can be 1st, 2nd, or 3rd level.

Additionally, when you gain a level in this class, you can choose one of the prophet spells you know and replace it with another spell from the prophet spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your prophet spells, so you use Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a prophet spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Wisdom modifier

Spell attack modifier = your proficiency bonus +

your Wisdom modifier

Ritual Magic

You can cast a prophet spell as a ritual if that spell has the ritual tag and you know the spell.

Spellcasting Focus

You can use a holy symbol (see "Equipment" in the PHB) as a spellcasting focus for your prophet spells.

Omens

At 1st level, you learn to tap into the threads of fate, predicting what will happen in the world around you. You learn two omens of your choice. Your omen options are detailed at the end of the class description. When you gain certain prophet levels, you gain additional omens of your choice, as shown in the Omens Known column of the Prophet table. Additionally, when you gain a level in this class, you can choose one of the omens you know and replace it with another omen of your choice.

Whenever you cast a spell using a Pact Magic spell slot, you may choose to read one of the omens that you know in your surroundings. Each omen has a trigger condition specified in its description. At any time in the next minute after reading an omen, when its trigger condition occurs, you may as a Reaction activate the omen, bending fate to produce the effect specified in its description. You must be able to perceive the source of the trigger and be within 60 feet of it to use this activation. Once you have activated an omen, its effects fade; you cannot activate another omen until you read a new one after using a leveled spell.

You may have any number of omens active, provided you have the spell slots to begin them, but no more than one copy of any specific omen.

When you reach 10th level in this class, you learn to enhance the output of your omens. When you perceive the trigger for one of your omens, instead of activating it you can choose to empower it using your Reaction. The next time that omen's trigger occurs and you use your Reaction to activate it, you use the empowered effect of that omen instead of its normal effect.

Liturgy

At 2nd level, you develop a specific style through which you perform predictions. Your choice of liturgy gives you features when you choose it and again at levels 6, 10, and 18. It also determines one of the Channel Divinity options you receive at 3rd level. Liturgy options are described at the end of this class.

Liturgical Spells

Each liturgy grants you certain additional spells known at the prophet levels noted in the liturgy description. Once you gain a liturgical spell, you always know it, and it does not count against the number of spells you know. You cannot choose to swap out a liturgical spell when you swap out a spell known on level up.

If you already know a liturgical spell when you would gain it, you may choose a new spell to replace it, which must be chosen from the list of spells for the class which originally gave the spell. You do not have to do this (for example, if you knew a liturgical spell from another class, you may wish to keep it if your spellcasting ability in that class is higher than your Wisdom).

Channel Divinity

At 3rd level, you gain the ability to channel divine energy directly from your diety, using that energy to fuel magical effects. You start with two such effects: Augur's Sight and an effect determined by your liturgy. Some liturgies may grant you additional effects as you advance in levels, as noted in the domain description.

When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your prophet spell save DC.

Beginning at 14th level, you can use your Channel Divinity twice between rests. When you finish a short or long rest, you regain your expended uses.

Channel Divinity: Augur's Sight

As an action, you meditate on your holy symbol and glimpse into the future. You cast the spell augury without expending a spell slot or requiring material components. The course of action you specify must be within 1 minute per prophet level you possess, instead of the normal 30 minutes, and you never get a random reading when casting the spell using this feature. It otherwise functions exactly like the spell.

Revelation

At 11th level, your connection to the divine allows you to utilize minor miracles called revelations. Choose one 6th level spell from the prophet list as this revelation. You can cast your revelation spell once without expending a spell slot. You must finish a long rest before you can do so again. At higher levels, you gain more prophet spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Revelation when you finish a long rest.

Bend Fate

At 20th level, as an action, you can either read an omen without having to cast a spell, or you can activate an omen as if a creature of your choice within 60 feet had triggered it. Once you use this feature, you cannot use it again until you cast a spell using a Pact Magic spell slot or you complete a short or a long rest.

Liturgies

A liturgy is a blend of philosophy, tools, and methods that the prophet utilizes to peer into the future and make sense of the layers of uncertainty and metaphor that they usually perceive. Three such choices are described here: the Liturgy of the Card, the Liturgy of the Mirror, and the Liturgy of the Sky.

Liturgy of the Card

The liturgy of the card focuses on using decks of cards to predict outcomes. Most such prophets eventually build their own deck of unique cards to help them focus on specific subject matters. Prophets who learn this liturgy are sometimes seen as capricious or more prone to taking risks.

Liturgical Spells

Prophet Level Spells
2nd Mage Armor
3rd Hold Person
5th Dispel Magic
7th Dominate Beast
9th Dominate Person

Bonus Proficiencies

You gain proficiency in playing cards when you first learn this liturgy at 2nd level.

Deck of Fate

At 2nd level when you learn this liturgy, you collect a number of cards into a single deck of fate. Assemble a deck of cards from Ace to Ten with four unique suits, or use a d4 to determine suit and a d10 to determine rank. Whenever you regain your Pact Magic spell slots following a rest, you may draw one card from your deck, then shuffle that card back into your deck. You gain a benefit based on the card you drew, which lasts until activated or until you draw a new card following a rest. If you wish to use another type of deck, such as tarot cards, you may assign the suits according to your preference, but each should have ten card ranks.

d4 Result Playing Card Suit Effect
1 Diamonds You may subtract the value of this card from a d20 roll made by a creature you can see. You may only use each card once, and you cannot reduce a roll to a value lower than 1 (after accounting for ability modifiers and other bonuses).
2 Clubs You may add the value of this card to a d20 roll made by a creature you can see. You may only use each card once, and you cannot increase a roll to a value higher than 20 (after accounting for ability modifiers and other bonuses).
3 Hearts When a creature you can see takes damage, you can use your reaction to first give them temporary hit points equal to the rank of the card for the duration of that attack.
4 Spades When a creature you can see takes damage, you can use your reaction to increase that damage by an amount equal to the rank of the card.

Channel Divinity: Bonus Draw

At 3rd level, you gain another use for your Channel Divinity. As a bonus action, you may expend a use of your Channel Divinity feature to draw an card from your deck of fate. You must use this card's effect within one minute or the card is lost.

Double Draw

At 6th level, when you draw cards from your deck of fate, draw an extra card, then choose one card to discard without gaining its effect.

Channel Divinity: Harsh Fate

At 10th level, you gain another use for your Channel Divinity. When you activate a card's effect, you may expend a use of your Channel Divinity feature to increase the rank of that card by 3, to a maximum of 13 (or King).

Cartomantic Omens

At 18th level, when you cast a spell using a Pact Magic spell slot, you can instead draw a new card from your Deck of Fate. If you have not yet used your current card's effect, that card's effect is lost.

Liturgy of the Mirror

The liturgy of the mirror favors small silver mirrors or crystal orbs in which foggy images can barely be perceived. Prophets who learn this liturgy are sometimes seen as more knowledgeable or secretive than others.

Liturgical Spells

Prophet Level Spells
2nd Charm Person
3rd Invisibility
5th Major Image
7th Polymorph
9th Seeming

2nd level feature

At 2nd level when you learn this liturgy,

Channel Divinity:

At 3rd level, you gain another use for your Channel Divinity.

6th level feature

10th level feature

18th level feature

Liturgy of the Sky

The liturgy of the sky reads the future in the movements of animals and changing weather patterns. Though most focus on birds and clouds, hydromancers who focus instead on fish and tide are also common. Prophets who learn this liturgy as seen as more spiritual or in tune with nature.

Liturgical Spells

Prophet Level Spells
2nd Animal Friendship
3rd Lesser Restoration
5th Water Walk
7th Control Water
9th Conjure Elemental

2nd level feature

At 2nd level when you learn this liturgy,

Channel Divinity:

At 3rd level, you gain another use for your Channel Divinity.

6th level feature

10th level feature

18th level feature

Omens

The omens of a prophet are not to be taken lightly. Once one has been recognized by a true prophet, it is imbued with a fragment of fate, and its effects can only be averted by avoiding the conditions it specifies. Prophets can reveal these omens or not, but regardless, once they have imbued them their effects will happen.

Reading Omens

Omens have three main portions. The trigger of the omen specifies the conditions that must happen before the omen can be activated. The effect of the omen is what it does when the prophet uses their Reaction to activate it, and the enhanced effect is the stronger version of the omen activated by the 10th level Omen Improvement feature.

Many omens also improve with the level of the prophet's Pact Magic spell slot. If levels in another class would increase the level of the Pact Magic spell slot beyond what the levels in prophet grant, use the new spell slot level according to multiclassing rules.

If an Omen requires a saving throw, it uses your spell saving throw DC for your prophet spells.

Blinding Radiance

A shaft of potent light can dazzle even the hardiest of foes.

  • Trigger: A creature within 30 feet of you takes radiant damage while standing within bright light.
  • Effect: That creature's attack rolls are made with disadvantage until the end of its next turn.
  • Enhanced Effect: That creature must make a Constitution saving throw or be blinded for one minute. It can repeat the saving throw at the end of each of its turns, ending the blinded condition on a success.

Glimpse of Mastery

A creature's potential shines from their future for a brief moment.

  • Trigger: A creature you can see within 60 feet makes an attack roll with advantage, and both dice would hit.
  • Effect: That creature's next attack roll is also made with advantage. If that attack would already be made with advantage, it instead gains a bonus to its attack and damage rolls equal to the level of your Pact Magic spell slot.
  • Enhanced Effect: In addition to the base effect, the triggering attack is a critical hit.

Lucky Strike

An off-balance attack nevertheless strikes home with deadly precision.

  • Trigger: A creature you can see within 60 feet misses with a disadvantaged attack roll when the second die would be a hit.
  • Effect: That attack instead hits, and deals additional damage equal to the level of your Pact Magic spell slot.
  • Enhanced Effect: That attack instead hits, and deals an additional 1d6 damage per level of your Pact Magic spell slot. If the second die was a 19 or 20, that attack instead deals a critical hit.
 

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