Sorcerer Subclass: Prophet

by CurlyFries

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Sorcerous Origin: Gift of Prophecy

Many tales tell of mortals who discover the gift of foresight, using their visions to guide themselves or others with varying degrees of success. Unlike diviners, a prophet has little to no control over when, how, or why their visions will strike; they are less careful purveyors of the future and more like chaotic heralds of fate. It is unsurprising that many are feared or driven out by their own communities, not understanding the nature of their powers.

Gift of Prophecy

1st-level Prophet feature

You are blessed (or cursed) with powerful divination magic. You add all spells and cantrips from the school of Divination to the Sorcerer spell list for learning new spells as per your Spellcasting feature.

Expect the Worst

1st-level Prophet feature

You cannot be surprised while you are not incapacitated, and you may add your Charisma modifier to your Initiative rolls.

Be Happily Surprised

1st-level Prophet feature

You gain a pool of d6s equal to your proficiency bonus, which you can spend as a reaction whenever a creature you can see makes an attack roll, ability check, or saving throw. You regain all spent dice when you finish a long rest.

When you spend a die from this pool, roll it, and then choose whether to add or subtract it from the triggering roll.

From 14th level, when you complete a short rest with no dice remaining in the pool, you regain one expended die.

Unstable Visionary

6th-level Prophet feature

You can choose to open yourself to your visions in the hopes of gleaning useful information. As an action, roll on the following table. Once you use this feature, you may not do so again until you complete a long rest, unless you spend 6 sorcery points to use it earlier.

The visions you receive do not take into account any actions you take or changes to the world that take place between receiving the vision and the effect coming to pass. The GM can be as plain or cryptic as they like when describing these visions; for instance, they might show you the burning wreckage of a town, without telling you who is planning to do so or why.

Roll (d8) Vision
1 Too Much Too Fast. Your visions overwhelm you. You learn no useful information and have disadvantage on saving throws to maintain Concentration on spells until your next short or long rest.
2 Bring an Umbrella. You learn how the weather is going to behave in a location of your choice tomorrow.
3 Instructions Included. Choose one type of tool, or ask your GM. You gain proficiency with that tool until your next long rest; during this time, you may double your proficiency bonus with any other tools you are proficient with.
4 Step by Step. The tide of fate flows through you, whispering advice. You have advantage on the next attack roll, saving throw, and ability check you make before your next long rest.
5 Mind Your Head. The tide of fate whispers warnings to you. You gain a +2 bonus to AC until the end of your next short or long rest.
6 How's the Family? You gain a hint of the most significant thing a friend or foe of yours (GM’s choice) will experience in the next 24 hours.
7 A Guest for Dinner. You foretell an unlikely visitor. Once within the next 24 hours, you may specify to your GM that the scene is interrupted by a creature; this creature must be CR ¼ or less and native to your environment. The creature is indifferent to you and your allies/enemies, but you can specify one basic action it takes to interrupt the scene, such as an alley cat appearing to knock over a bin to distract the guards.
8 Doom on all the World. You gain a hint of the next major action to be enacted by a force you are arrayed against, or that is arrayed against you. If there are multiple, the GM chooses what you learn.

Curse of Knowing

14th-level Prophet feature

you can bestow your terrible knowledge with a whisper. As an action, choose a creature you can see and that can hear you within 30 feet of you; the creature must make a Wisdom saving throw, as it learns some horrible truth about its future. This feature has no effect on creatures with an Intelligence score of 4 or less.

On a failed save, the creature is frightened of you for 1 hour. While frightened in this way, its speed is reduced to 0 and it cannot take reactions. The creature may repeat the saving throw whenever you or your allies cause it harm, ending the effect early on a success.

Once you have used this ability, you may not do so again until you complete a long rest, unless you spend 8 sorcery points to use it earlier.

Design by Lexi Abbey | Made with GM Binder

Make No Mistakes

18th-level Prophet feature

When you use your Unstable Visionary feature, you may roll on the table twice and choose the vision you wish to receive.

Only Happy Accidents

18th-level Prophet feature

The pool of dice used for your Be Happily Surprised feature dice become d10s instead of d6s, as your ability to interpret and respond to events becomes more precise.

Design by Lexi Abbey | Made with GM Binder
 

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