Prophet (5e Subclass)

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This content deviates from 5th Edition standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
Caution - Here there be monsters!
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This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 5th Edition rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
Warning! This subclass is highly DM involved. It is advised to have a fair DM who is knowledgeable about the system and willing to shoulder such a difficult task. It is also advised that the player is able to make clear, honest agreements with the DM. This subclass also has a disciple acolyte which is effectively another player character. They are limited in terms of what they can do, but you may still find this to be over powered for your game, or too much time dedicated to a single player each session. This subclass also makes a character capable of movement through solid barriers and limited flight before level 5, limited combat invisibility, and passive empathic mind reading, so DMs should take note of that fact. Obstacles, traps, and situations reliant on challenges such as earth/stone/falling/gravity/height/intentions, or the assumption that the character travels across the surface and must climb to access a higher location, may not be significant challenges to a character with this subclass. Situations of these sorts are, however, an excellent tool to highlight the character's advantage. If you are using obstacles of these sorts to restrain the players to the intended play area, it will likely be ineffectual at containing a character of this subclass.

Prophet[edit]

Cleric Subclass

Prophets get visions and dreams of what will happen, or what may happen if people continue on the path they are following. Prophesy is your divine domain. Sometimes a god chooses a prophet to send messages or warnings to their followers.

Armor & Defense[edit]

  • You may not wear medium or heavy armor.
  • Prophets are really good at dodging. Prophets would rather talk, warn, and convert rather than kill.

Added Skills[edit]

Intimidation.

Added Disciple[edit]

Starting at 4th level you may attract another prophet as a disciple. This disciple is a follower of yours and is also a prophet cleric, and has half your level to begin with.

Domain Spells[edit]

You may use your channel divinity feature to cast these spells:

Cleric Level Spells
1st Comprehend Languages, Detect Evil and Good
3rd Detect Thoughts, See Invisibility
5th Feign Death, Nondetection, Tongues
7th Compulsion, Freedom of Movement
9th Contagion, Insect Plague
11th Drought, Part Water
Cleric Level Effects Lasting One Day or Longer (Which You May End At Any Time) Area Max Duration Casting Frequency
13th contagion and/or insect plague up to a 500 ft radius area, but not more than one area at a time one day once per month
15th contagion and/or insect plague up to a 1 mile radius area, but not more than one area at a time one week once per month
17th contagion and/or insect plague and/or drought up to a 10 mile radius area, but not more than one area at a time one month once per month
19th contagion and/or insect plague and/or drought up to a 100 mile radius area, but not more than one area at a time one year once per month
20th part a sea creating a dry passage so any number of creatures can cross it a narrow, shallow sea or lake up to 30 miles wide 3 days once per year

Prophetic Features[edit]

Vision or Prophetic Dream
You may only run this subclass if your dungeon master approves. Starting at 1st level, once per month, the dungeon master will give you some secret and important information about their campaign, maybe the next thing the party will fight, maybe something they won't encounter for months, or maybe some secret underpinning of the entire campaign. The dungeon master may couch this in very obscure terms, or a very short prophecy (even a couple of words), or give the prophet the information directly. In any case the information must be true. If the universe you are in does not have a standard moon, you may do this once every 40 days. The dungeon master may give the prophet a vision or prophetic dream more often if they wish.
Passive Empathy
Starting at 2nd level, you can use your Passive Perception to feel the emotion of each new creature that comes within 30 ft of you, but not closer than 10 ft from you.
Passive Trap Detection
Starting at 5th level, your Passive Perception can feel the presence of a trap within 30 ft. The dungeon master can give you a prophetic insight as vague as "something doesn't feel right here" to as precise as "if you turn that handle a poison dart will shoot out of that crack in the wall and cause 12 points of poison damage".
Talking out of Turn
Starting at 10th level, in situations where creatures or player characters may only talk on their initiative turns, you may talk and be heard on any other creature's initiative turn as well as your own. You know just when to say things.

Channel Divinity:Motility[edit]

You may use Channel Divinity to perform the following features with a range of 'self' and a duration of up to '1 minute per level':

Invisible Disengagement
Starting at 2nd level you may combine your movement and your action to disengage invisibly from combat. You may walk up to your full movement during that turn to an unoccupied hex. All creatures will not pass through that hex as long as there is an alternative (so they will probably run into you if you end your movement standing in a doorway for example). You will remain invisible until the start of your next turn.
  • You may chose to continue to use this feature again on your next turn. If so, you do not briefly become visible.
Walk Through Air
Starting a 3rd level you can walk through the air as if on solid ground.
  • If you walk up from the ground you may walk to a height of 10 ft per level as if on stair, and then walk at the level you reach.
  • If you walk over the edge of a cliff, you may walk at the same level as the top of the cliff no matter how far you are from the surface below. You may also walk downward as if on stairs.
Walk On Water
Starting at 4th level you can walk on water as if on solid ground.
  • If the water is moving rapidly, treat this as rough terrain.
Pass Through Wall
Starting at 5th level, you can walk through walls or closed doors, 1 ft thick per level, so a 12th level prophet could walk through a wall up to 12 ft thick.
  • If a wall or door is thicker than this, you may not pass through it.

Dodge Features[edit]

Prophets are really good at dodging because they would prefer to warn than kill. In order to use one of these dodge feature actions, your previous action must have been either a dodge action or dodge bonus action, or reaction. Your first dodge must be a normal dodge. You may not attack while using one of these dodge actions or bonus actions:

Normal Dodge
Starting at first level you can take the dodge action, just like everyone else. You must take this action first, before you can do the other dodges listed below. If your level is high enough, taking this action allows you the bonus and reaction actions listed below on the same round. Taking this action allows you to take one of the dodge actions listed below on the next round. Once you have initiated a series of dodge actions, you do not need to do a normal dodge unless you quit dodging for some reason. Then you have to take this action again to begin another series of dodges.
Artless Dodge
Starting at level 2, as part of your dodge action you move one hex (or square) randomly. Roll 1d6 for a random hex (or 1d8 for a random square) to move to. If that hex (or square) is occupied, you stay where you were. If you have one foe and their CR exceeds 4 or their level exceeds 9, they may determine which hex you move to within 5 ft. You are not subject to opportunity attack for this move, and your foe may immediately move into the hex (or square) you moved from without suffering an opportunity attack.
Missile Dodge
This is a dodge action. Starting at level 3, attacks by both missiles and melee combat are at a disadvantage.
Entangling Dodge
This is a dodge bonus action. Starting at level 5, if two foes that are engaged with you are within 5 ft of each other, the entangling doge causes them to entangle each other with their weapons. They both lose their next action. They also lose opportunity attacks until both have missed their action.
Multiple Dodge
This is a dodge action. Starting at level 6, when flanking a prophet, multiple foes retain disadvantage on attacks. Flanking has no effect on a prophet using the multiple dodge action. In addition facing is no longer an issue. All hexes around the prophet are considered front facing as far as the prophet is concerned
Interactive Dodge
This is a dodge action. Starting at level 8, as part of your dodge action, you may retreat up to 10 ft and have the foe follow you. Retreat requires that you not move into engagement with any other foe while retreating.
Artful Dodge
This is a dodge bonus action. Starting at level 10, if you are engaged in combat with one foe. When a second foe first attacks you from the other side using flanking, you may dodge 5 ft out of the way, and the second foe moves 5 ft toward where you were, and ends up attacking the first foe for one round. This only works when engaged with two foes, the first foe, and the new flanking foe. You can also dodge missiles.
Magic Dodge
This is a dodge action. Starting at level 12, attacks by targeted spells, missile combat, and melee combat are at a disadvantage, or saving throws are at advantage.
Area Effect Dodge
This is a dodge action. Starting at level 14, attacks by breath weapons, area spells, targeted spells, missile combat, and melee combat are at a disadvantage, or saving throws are at advantage.
Collapse Dodge
This is a reaction. Starting at level 16, saving throws regarding collapsing dungeons, tunnels or structures or attacks by breath weapons, area spells, targeted spells are at advantage, or, missile combat, magical, and melee combat attacks are at disadvantage.
Apocalyptic Dodge
This is a reaction. Starting at level 18, you can dodge the end of the world. The time stream is collapsing, or a god is eliminating the entire world, or the world is being destroyed by a giant comet, or it started to snow and it just keeps snowing. Somehow you dodge this.
Choreographed Dodge
This is a bonus action. At level 20, you are able to include any number of creatures (up to 100,000) in any of your dodges, allowing them to do the same dodge you are doing. This is very important should the world be ending (see above). You might have built a really big boat to do this.

Table 3. Which Dodge Actions Allow You to Dodge Which Kinds of Things:

Cleric Level Dodge Type Action Type Melee Missiles Magic Area Effect Collapse Other
1st Normal PHB 192 Action Melee seen archers dex saves dex saves dex saves multiple foes, this must be your first dodge action
2nd Artless Bonus Action Melee seen archers dex saves dex saves dex saves multiple foes
3rd Missile Action Melee all Missiles dex saves dex saves dex saves multiple foes and archers even unseen archers
5th Entangling Bonus Action Melee seen archers dex saves dex saves dex saves multiple foes
6th Multiple Action Melee seen archers dex saves dex saves dex saves multiple flanking foes
7th Interactive Action Melee seen archers dex saves dex saves dex saves multiple foes
9th Artful Bonus Action Melee all Missiles dex saves dex saves dex saves multiple foes
11th Magic Action Melee all Missiles all Magic dex saves dex saves multiple foes
14th Area Effect Action Melee all Missiles all Magic all Area Effects dex saves multiple foes
16th Collapse Reaction Melee all Missiles all Magic all Area Effects all Collapses multiple foes
18th Apocalyptic Reaction Melee all Missiles all Magic all Area Effects all Collapses dodge the Apocalypse
20th Choreographed Bonus Action Melee all Missiles all Magic all Area Effects all Collapses dodge the Apocalypse
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