Prophet
About this class
Prophets act as emissaries of gods and other deific beings. Empowered with divine magic and knowledge, their very presence invokes the majesty of divine beings at work. Some prophets work to fulfil a long-time goal of their holy sect, others live to provide guidance and teachings to humble followers of their faith. Some even act entirely in the shadows, admonishing those who act against their beliefs and principles. Whatever their reason, all prophets have devoted their lives and actions to the goals and beliefs of their deity.
Included subclasses
Domains
Grace
Splendor
Starting stats
Hope feature
Class features
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Godly Aura
At will, you can manifest an aura around you at Very Close range, evoking the aspects of your deity. Your appearance can be enhanced or altered, you can brighten or darken the area, shift the temperature, and create sounds or smells or other harmless effects.
-
Invoke Divinity
Once per rest, you can channel godly power into your form, and channel it around you. When you do so, you affect a number of targets equal to your Tier. Spend a Hope and choose one of the following effects when you use this feature:
- Invigorate: Chosen allies in Close range clear a Stress
- Rebuke: Chosen adversaries within Very Close range of you must immediately move out to Close range or take d10 magical damage, using your Proficiency.
Class items
- A book of prayers and affirmations
- a crude effigy of your deity.
Character questions
Background prompts
- You have a re-occuring dream. What happens in it, and what do you think it means?
- You idolise a particular member of your order. Who are they, and what act made you admire them?
- What small ritual do you always complete before you pray?
Connection prompts
- You've asked me to pray for someone each night. Who are they, and why?
- I once gave you a trinket associated with my faith. What is it?
- When I heal you, one of your senses is inundated by something. Which sense is it, and what do you experience?
Subclass cards
Printable via header menu
Hierophant
Foundation
SPELLCAST TRAIT: Presence
God's Favourite: Each long rest, you can Help an Ally without spending a Hope an equal number of times to your Spellcast trait.
Holy Order: When you arrive at a prominent settlement, you can attempt to locate your Holy Order. The Order provides food and shelter and one Minor Stamina Potion or Minor Health Potion after a long rest. The GM can choose to create one complication, such as:
The Order is hidden,
They will require an offering,
You have unresolved conflict with an Order member.
Hierophant
Specialization
Sermon: When you Prepare alongside one or more players during Downtime, you each gain an extra Hope.
Hierophantic Divinity: You gain an additional Invoke Divinity effect:
Astound: Chosen adversaries within Close range are made temporarily Vulnerable.
Hierophant
Mastery
Divine Intervention: Once per session, when you or an ally makes an action roll, you can mark any number of Stress to roll your Duality Dice an equal number of times. Choose one of the results and treat it as the result of the action roll.
Beacon of Hope: During a long rest, when the GM regains Fear, they must subtract 1 from their total.
Oracle
Foundation
SPELLCAST TRAIT: Instinct
Prophetic Dice: At the beginning of each session, roll a number of d20s equal to your Spellcast trait and place them on this card. These are your Prophetic Dice. When the GM rolls an action or reaction roll for an adversary within Far range, you can mark a Stress to spend a Prophetic Die and use the value as the roll's result. Alternatively, when an ally within Close range is targeted with an attack, you can mark a Stress to spend a Prophetic Die to treat their Evasion score as the die's value for that attack. At the end of each session, clear all unspent Prophetic Dice.
Oracle
Specialization
In Weal and Woe: Once per rest, when you make an action roll and succeed with Fear, you can choose one ally to gain a Hope. Additionally, if you fail with Hope, you can choose one ally to clear a Stress.
Oracular Divinity: You gain an additional Invoke Divinity effect:
Protect: Chosen allies within Very Close range gain 1 temporary Hit Point until they mark it or the scene ends.
Oracle
Mastery
Clairvoyance: When an ally fails an Action roll, and the value of the roll is less than the result of one of your Prophetic Dice, you can mark a Stress to expend that Die and add it to the roll.
Hand on the Scales: Mark a Stress and spend a Prophetic Die to allow yourself or an ally within Far range to use a d20 as their Hope die for one roll.
Prophet
Prophets act as emissaries of gods and other deific beings. Empowered with divine magic and knowledge, their very presence invokes the majesty of divine beings at work. Some prophets work to fulfil a long-time goal of their holy sect, others live to provide guidance and teachings to humble followers of their faith. Some even act entirely in the shadows, admonishing those who act against their beliefs and principles. Whatever their reason, all prophets have devoted their lives and actions to the goals and beliefs of their deity.
Domains
Grace + Splendor
Starting Evasion
10
Starting Hit Points
6
Class Items
- • A book of prayers and affirmations
- • a crude effigy of your deity.
Prophet’s Hope Feature
Divine Inspiration : Spend 3 Hope to grant all party members within Close range a +2 bonus to their next action roll.
Class Features
Godly Aura
At will, you can manifest an aura around you at Very Close range, evoking the aspects of your deity. Your appearance can be enhanced or altered, you can brighten or darken the area, shift the temperature, and create sounds or smells or other harmless effects.
Invoke Divinity
Once per rest, you can channel godly power into your form, and channel it around you. When you do so, you affect a number of targets equal to your Tier. Spend a Hope and choose one of the following effects when you use this feature: - Invigorate: Chosen allies in Close range clear a Stress - Rebuke: Chosen adversaries within Very Close range of you must immediately move out to Close range or take d10 magical damage, using your Proficiency.
Prophet Subclasses
Choose either the Hierophant or Oracle subclass.
Hierophant
Play the Hierophant if you want your words and connections to invoke divine authority.
Spellcast Trait
Presence
Foundation Features
God's Favourite: Each long rest, you can Help an Ally without spending a Hope an equal number of times to your Spellcast trait.
Holy Order: When you arrive at a prominent settlement, you can attempt to locate your Holy Order. The Order provides food and shelter and one Minor Stamina Potion or Minor Health Potion after a long rest. The GM can choose to create one complication, such as:
The Order is hidden,
They will require an offering,
You have unresolved conflict with an Order member.
Specialization Feature
Sermon: When you Prepare alongside one or more players during Downtime, you each gain an extra Hope.
Hierophantic Divinity: You gain an additional Invoke Divinity effect:
Astound: Chosen adversaries within Close range are made temporarily Vulnerable.
Mastery Feature
Divine Intervention: Once per session, when you or an ally makes an action roll, you can mark any number of Stress to roll your Duality Dice an equal number of times. Choose one of the results and treat it as the result of the action roll.
Beacon of Hope: During a long rest, when the GM regains Fear, they must subtract 1 from their total.
Oracle
Play the Oracle if you want to alter fate through divine power.
Spellcast Trait
Instinct
Foundation Features
Prophetic Dice: At the beginning of each session, roll a number of d20s equal to your Spellcast trait and place them on this card. These are your Prophetic Dice. When the GM rolls an action or reaction roll for an adversary within Far range, you can mark a Stress to spend a Prophetic Die and use the value as the roll's result. Alternatively, when an ally within Close range is targeted with an attack, you can mark a Stress to spend a Prophetic Die to treat their Evasion score as the die's value for that attack. At the end of each session, clear all unspent Prophetic Dice.
Specialization Feature
In Weal and Woe: Once per rest, when you make an action roll and succeed with Fear, you can choose one ally to gain a Hope. Additionally, if you fail with Hope, you can choose one ally to clear a Stress.
Oracular Divinity: You gain an additional Invoke Divinity effect:
Protect: Chosen allies within Very Close range gain 1 temporary Hit Point until they mark it or the scene ends.
Mastery Feature
Clairvoyance: When an ally fails an Action roll, and the value of the roll is less than the result of one of your Prophetic Dice, you can mark a Stress to expend that Die and add it to the roll.
Hand on the Scales: Mark a Stress and spend a Prophetic Die to allow yourself or an ally within Far range to use a d20 as their Hope die for one roll.
Background Questions
Answer any of the following, or create your own.
- • You have a re-occuring dream. What happens in it, and what do you think it means?
- • You idolise a particular member of your order. Who are they, and what act made you admire them?
- • What small ritual do you always complete before you pray?
Connections
Ask one of the following, or improvise.
- • You've asked me to pray for someone each night. Who are they, and why?
- • I once gave you a trinket associated with my faith. What is it?
- • When I heal you, one of your senses is inundated by something. Which sense is it, and what do you experience?
Discussion
Be thoughtful and kind.
Remember to be respectful. Comments are moderated and should add to the discussion.