Gift of the Seer (3.5e Feat)
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Gift of the Seer [Psychic]
Prerequisite: Clairsentience discipline
Benefit: You were born with with the Gift of the Seer. For your entire life, you have been supernaturally prone to prophetic visions and delphic trances. The practical implementation of this power in a game setting can vary significantly. Visions can can be clear or obscure; they can be far-reaching predictions of future events, supernatural glimpses of past events, or merely vague and incomprehensible hallucinations. They can potentially consist of glowing images (visible only to you), spoken phrases, or apparently natural events which serve as omens to those with the skill and understanding to interpret them. The power's exact parameters are highly variable, and it is up to the referee (DM) to interpret this power as he or she sees fit. A peculiarity of this power is that it is only triggered spontaneously (at the DM's discretion), without the character's bidding. Examples for potential situations when the DM can choose for this power to trigger are:
- When the seer touches a featured object.
- When the seer touches another character or creature.
- When the seer is near death, goes unconscious, falls asleep, or wakes up.
- When the seer hears a meaningful word or the name of a meaningful creature.
- When the seer enters a key area or location.
- When the seer sees a key item or creature.
- Completely spontaneously; seemingly without any particular stimulus.
Special: Harboring the Gift of the Seer makes you a prime target for dark entities, enterprising kingdoms, and other individuals who would seek to capture you and exploit your power for their own benefit. For this reason, known bearers of the Gift are extraordinarily rare, even among the already minuscule percent of the global population that is psionically empowered. Furthermore, the Gift itself is very taxing on the seer's body and can result in a number of temporary conditions after a manifestation of the power (determined by the roll of a d20).
Condition | d20 Roll | Duration |
---|---|---|
Blinded | 1 | 1d6 Rounds |
Deafened | 2 - 5 | 1d4 Rounds |
Shaken | 6 - 10 | 1d3 Rounds |
Fall Prone | 11 - 15 | Instantaneous |
No Condition | 16 - 20 | Instantaneous |
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