Cleric Talents: Signs of Faith
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 in it, you gain expertise instead. While you are overseeing someone’s medical care, they are Charmed by you.
Confessor
You gain proficiency in the Persuasion skill. If you are already proficient in it, you may instead choose to use Wisdom when making Persuasion checks.
Faithful Historian
You gain proficiency in the History skill. If you are already proficient in it, you may instead choose to use Wisdom when making History 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.
Intuitive Theology
You gain proficiency in the Religion skill. If you are already proficient in it, you may instead choose to 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.
Preservation
Your connection to a greater entity allows you to sense poison or disease in food, drink, or other consumables. You must have had direct contact with them or their container in order to sense this corruption.
Supernal Intuition
Choose a creature type from aberrations, celestial, elemental, fey, fiend, or undead. You know when a creature of this type is within 60 feet of you, although you do not know its location unless you see it. This ability is a magical divination effect. You may select this sign multiple times, choosing a different creature type each time.
Voice of Doom
You gain proficiency in the Intimidation skill. If you are already proficient in it, you may instead choose to use Wisdom when making Intimidation checks.
Requires 2nd Level
Second Vow
Prerequisites: 2nd level, 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.
Requires 5th Level
Graceful Fall
Prerequisite: 5th level
Falling from a height greater than 30 feet causes your greater entity to intervene. You are protected as if by the feather fall spell. This sign does not use your Reaction.
Monastic Austerity
Prerequisite: 5th level
When you gain a level of fatigue, you may choose not to gain it. After you do this, you cannot do so again until you finish a long rest.
Righteous Path
Prerequisite: 5th level
Once per day you may choose to walk the Righteous Path for 1 hour. While walking the Righteous Path, you are aware when enemies are within 60 feet of you, and you know if backtracking or alternate routes could avoid them. You can also use an action to sense if there are traps within 30 feet, but not the location or nature of the traps.
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
After each long rest you know one of the following:
- One piece of information that will help you in your endeavors before the end of your next long rest.
- How one action will play out before the end of your next long rest. Roll a d20. Before the end of your next long rest, you may choose to replace any roll made by a creature that you can see within 30 feet of you with the result of this d20 roll.
The GM lets you know which benefit is available whenever you finish a long rest.