LGtC:Doomsayer

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Doomsayer

Speakers of misfortune and of fate, Doomsayers are gifted—or cursed—with the divine blessing of foresight and foretelling of destiny. Seen as mad at first, those who do not believe their words are often felled by the grim prophecies of a Doomsayer. Their warnings should be heeded.

Those of this calling are often gifted with a superior connection to mysticism. These prophets of destruction and destiny are typically considered gloom to be around. Their talents guide them toward deities of fate and prophecy (Azura), knowledge (Julianos, Xarxes), or even time and destruction (Akatosh, Auriel, Mehrunes Dagon).

Doomsayer Features
Level Feature
1st Calling Spells, Bonus Cantrip, Foreboding Premonition
2nd Channel Divinty: Frightful Omen
6th Dreaded Prophecy Foretold
8th Divine Strike
17th Doomed Soul

Calling Spells

1st-level Doomsayer feature

You gain calling spells at the priest levels listed in the Doomsayer Calling Spells table. See the Divine Calling class feature for how calling spells work.

Doomsayer Calling Spells
Priest Level Spells
1st bane, detect evil and good
3rd augury, magic mouth
5th clairvoyance, tongues
7th arcane eye, divination
9th commune, scrying

Bonus Cantrip

1st-level Doomsayer feature

You learn the vicious mockery cantrip. It counts as a priest cantrip for you, but it doesn't count against your number of cantrips known.

Foreboding Premonition

1st-level Doomsayer feature

During a long rest, you gain premonitions of future events yet to occur. You glimpse into the future and gain a number of premonition dice equal to your Willpower modifier (minimum 1). These dice are d6s.

As a reaction, you can grant one of these dice to a creature that you can see that is subjected to a saving throw as a result of a harmful effect from a trap, an ability, or a spell. The creature rolls your premonition die and adds the number rolled to their total. The die must be expended before the result of the roll is determined.

You regain all expended uses of this feature when you finish a long rest.

Channel Divinty: Frightful Omen

2nd-level Doomsayer feature

You can use your Channel Divinity to strike fear into the hearts of your enemies.

As an action, you present your holy symbol and you utter a word that strikes fear in the hearts of those who stand against you or your allies. Choose one humanoid within 60 feet of you. The target must make a Willpower saving throw or become frightened of another humanoid of your choosing. On a failed save, for the next minute, the target is frightened of the chosen humanoid. At the start of each of their turns, the target repeats this save. On a success, this effect ends.

At 10th level, you can target two creatures instead of one with this feature, and you can target three creatures when you reach 18th level. Each creature can be frightened of a different humanoid of your choice, or the same one.

Dreaded Prophecy Foretold

6th-level Doomsayer feature

Your foresight into horrors yet to come has allowed you a moment to help those in need. When a creature rolls one of your premonition dice and fails their saving throw, any damage the creature received as part of the failed save is reduced by a number equal to the number rolled on the die + your proficiency bonus + your Willpower modifier (minimum 1).

If you reduce the damage to 0, the number remaining is granted as temporary hit points to the creature.

Divine Strike

8th-level Doomsayer feature

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 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Doomed Soul

17th-level Doomsayer feature

Your sight into death protrudes into reality, allowing you a brief moment to change the fate of a doomed soul. When a creature fails a death saving throw within 60 feet of you, as a reaction, you can grant the target an additional 1d6 to the death saving throw by expending one of your premonition dice, possibly changing their doomed fate and making the attempt a success instead.

Once you use this feature, you must finish a short or long rest before you can use it again.