Unlike other cleric domains, the prophecy domain does not belong solely to those gods who claim fate and destiny as their spheres of influence. Although gods and goddesses of fate and destiny do empower their clerics with this domain, just as often clerics are empowered by a god who desires a prophet to spread his vision of the future in the world. Prophets dedicated to gods of other spheres have their visions of the future colored by their god’s more common domains while prophets of gods of fate and destiny are more emotionally distant and objective in their foretellings.
Prophecy Domain Spells
1st - embrace destiny, guiding bolt
3rd - detect thoughts, see invisibility
5th - bestow curse, clairvoyance
7th - arcane eye, divination
9th - commune, dream
Starting at 1st level, you gain the guidance cantrip
Starting at 1st level, you gain one of the following burdens.
Clouded Eyes. Your eyes are clouded and milky. You are blind and have a blindsight to a distance of 45 feet.
Venerable. Your oracular vision came with advanced old age. Your maximum hit points are reduced by 1 hp per level. Your Wisdom score increases by 2 and you can use Ability Score Increase features to raise your Wisdom to a maximum of 22.
Withered Hand. You have a withered hand. You have disadvantage on any weapon attacks and ability checks made with that hand and cannot carry a shield with it. When you roll a 1 on a damage die for damage you are dealing to a creature from a spell you can reroll the die and must use the new roll, even if the new roll is a 1.
Channel Divinity: Prophetic Vision
Starting at 2nd level, you can use your Channel Divinity to look into the near future and see the shape of things to come. As a bonus action you roll a d20 and record the result. Within the next hour you can replace any initiative roll, attack roll, saving throw, or ability check made by you or a creature that you can see with one of the foretold rolls. You must choose to do this before the affected roll is made. Once the foretold roll is used it is lost.
Starting at 6th level, as a bonus action you can give a piece of cryptic advice to a creature you share a language with. Once within the next hour when that creature makes an attack roll, saving throw, or ability check they can recall your cryptic advice to reroll the die, using the second result instead. Once you have used this feature you cannot use it again until you complete a short or long rest.
Starting at 8th level, the first time each round you miss with a melee or spell attack you can choose to reroll the attack roll. You must use the second result
Starting at 17th level, you can cast any divination spells you know with a spell slot one level lower than what would normally be required. 1st level divination spells become cantrips for you