Cleric Talents: Signs of Faith | Homebrew Directory
Call Sign
Prerequisites: Sacred Call
Choose a second option from the Sacred Call class feature. You gain the benefits from it.
Compassionate Nurse
You gain proficiency in the Medicine skill. If you are already proficient, gain Expertise instead. While you are overseeing someone’s medical care, they are Charmed by you.
Confessor
You gain proficiency in the Convince skill and can always use Wisdom when making Convince checks.
Faithful Historian
You gain proficiency in the Society skill and can always use Wisdom when making Society checks.
Gentle Healer
During a short rest, you can choose a creature other than yourself. The chosen creature may roll expended hit dice twice, taking the higher result. You must expend one use of a Healer’s Kit or one mana for each hit die rerolled in this way. Additionally, during Survival, you can take the First Aid Survival Action in addition to your other actions.
Intuitive Theology
You gain proficiency in the Religion skill, and you may always use Wisdom when making Religion checks.
Numinous Awareness
You have advantage on Intelligence and Wisdom checks made to interact with spells and abilities caused by aberrations, celestials, elementals, fey, fiends, or undead.
Open Sesame
Prerequisites: The ability to cast thaumaturgy
When you cast Thaumaturgy to open a locked door, window, chest, shackle, or similar device that allows for a Strength (Athletics) check to open or break it, you may make a Wisdom (Religion) check to open it instead.
Pious Psychometry
As an action, you can attempt to read the divine magic of an object or location you touch. If the target is sufficiently suffused with divine magic, make an Intelligence (Religion) check with a DC equal to 15 + the highest spell's level, or based on the rarity or power of the object or location you are touching. On a success, you receive cryptic visions of the target's divine or religious history. The higher the result, the more clear and precise the vision is. On a failed ability check, gain 1 level of Strife and you cannot use this ability again until you finish a short or long rest as your mind reels from magical visions.
Second Vow
Prerequisites: Principles of Devotion feature
Choose a second option from the Principles of Devotion class feature. You gain the benefits from it. You may not choose two vows with mutually exclusive ideals, such as Severity and Mercy.
Sense Impurities
You can cast detect poison and disease without spending mana.
Supernal Sense
You can cast detect evil and good without spending mana.
Voice of God
You gain proficiency in the Leadership skill, and you may always use Wisdom when making Leadership checks.
Requires 5th Level
Graceful Fall
Prerequisite: 5th level
When you fall from a height of 30 feet or higher, you cast feather fall on yourself without using your Reaction.
Monastic Austerity
Prerequisite: 5th level
When you gain a level of fatigue or strife, you may choose not to gain it. After you do this, you cannot do so again until you finish a long rest.
Soothing Words
Prerequisite: 5th level
You may reduce one ally’s strife by one level. Once you use this feature, you cannot do so again until you finish a long rest.
Requires 9th Level
Ancestral Guidance
Prerequisite: 9th level
You always have speak with dead prepared, and it doesn’t count against the number of spells you can prepare each day. Using this talent, you can cast the spell once at its lowest level, and you must finish a long rest before you can cast it in this way again. When you do so, you do not have to target a corpse; you can also target a grave marker, memorial, statue, painting, or other depiction of the deceased creature you wish to talk to. If the chosen creature is not dead, or if such a creature never existed in the first place, the spell fails.
Philosopher
Prerequisites: 9th level, Sacred Presence feature
Choose a second option from the Sacred Presence class feature. You gain the benefits from it.
Premonition
Prerequisite: 9th level
When you finish a Long Rest, the DM chooses one of the following:
- One vital piece of information that will help you in your endeavors before the end of your next long rest.
- A glimpse into a critical event during the day. Once when you make a d20 test, you can add 2d4 to the result, possibly changing the outcome. Once this has caused a d20 test to succeed, you can't use this feature again until you finish a long rest.
Requires 11th Level
Righteous Path
Prerequisite: 11th level
Once per day you may choose to walk the Righteous Path for 10 minutes as an action. When you start walking the Righteous Path, and as a bonus action for the duration, you can cast Find Traps at 6th level. Once you cast Find Traps in that way, you cannot do so again for one minute.
