Prophesied
Once in a millennium Ao or Fate will choose a Hero. That Hero will go on a journey unlike any other Hero with their stakes being higher and their trials being dire than any other Heroes. Prophesied Heroes can have humble or grand beginnings, what matters is who they are. They walk by faith and are wracked with doubt as they move with seemingly the weight of the world on their shoulders. Unlike most Heroes the Prophesied Hero’s gift of prophecy Limit Break is constantly growing as they seek to obtain their preferred future.
Prophesied Journey: A Prophecied Hero’s Journey is the most rigid. Their tenet is to move forward with faith and to not let doubt get in their way.
Subclass Features
Heroic Presence
The faith of a Prophesied Hero is almost a tangible thing. Your faith can allow them to overcome many odds and seems to envelope them in a protective armor. As an action you can flare your faith protecting you from otherworldly threats for one minute. Aberrations, Fiends, and Undead have disadvantage on attacks on you.
You can use this feature twice per long rest.
Limit Break- Prophecy
You can overcome your limits and see the world for what it really is and then be guided to shape the world you wish to see. At the start of each day roll 3D4 and record the results as you prophecy the desired outcome. When a creature makes a D20 test and before the outcome is known you can use your reaction to add or subtract one of the results that you record from the result, possibly causing it to succeed or fail.
Backlash: Nudging Fate to suit your whim is not something to undertake lightly. You suffer from doubt as to if your action was for the best or if you could have done better. After using your Limit Break feature you have disadvantage on the next D20 test of the type you prophesied for or until you finish a long rest.
Heroic Spirit
Your Heroic Spirit calls out to Fate and It answers. Once per long rest when you fail a D20 test you can choose to turn the result into a success (A success does not mean you can accomplish the impossible like throwing a gigantic boulder and sometimes a success means that something bad does not happen instead of something good happening).
Greater Limit Break- Prophecy
When you prophecy at the start of each day you instead roll 3D6 and record the results.
Supreme Heroic Spirit
Your journey has forged you into someone Fate has a vested interest in. You can use your Heroic Spirit feature three times per long rest.
Superior Limit Break- Prophecy
When you prophecy at the start of each day you instead roll 4D8 and record the results.
Legendary Attack- Angel of Prophecy
Your faithfulness in fulfilling your heroic duty and continuing your journey no matter the cost has allowed Fate to send one of its servants to aid you. As an action you can summon an Angel of Prophecy. It appears behind you in its terrible glory with its six wings covered in eyes and its head covered in lace its appearance spells doom for those that oppose you. It holds a great scroll of unfulfilled pieces of prophecies that it can read and impose upon you and those you choose. It remains for one round and then vanishes.
Hero’s Prophecy: At the start of your turn roll 1D4 and apply the effect
1- Thy Enemies Shall be as Dust: The Angel points its finger and a ray of decay and rust surges forth in a 60 ft line 5 ft wide forcing each creature in range to make a DC 19 CON saving throw taking 4D6 Necrotic damage + 4D6 Force damage on a failed save or half as much on a successful one. If a creature is reduced to 0 hit points this way its body dissolves to ash and cannot be revived by any means.
2- Thou Shalt Receive Thy Rest: The Angel gently lays a hand on your shoulder and you feel a rush of relief and power as you heal 70 hit points and all conditions end on yourself.
3- I Shall Stand Against Thy Foes: The Angel’s wings wrap protectively around you, you become Immune to all damage and automatically succeed all saving throws until the start of your next turn.
4- The Efforts of Thy Foes Shall Come to Naught: The Angel flaps its wings forcing each creature of your choice within 120 ft of you to make a STR saving throw DC 19 and on a failed save are thrown back 60 ft and land Prone. On a successful save the creature is thrown half as far and does not land Prone.
Foe’s Prophecy: At the start of a hostile creature’s turn of your choice, roll 1D4 and apply the effect
1- I Shall Become a Stumbling Block Unto Thee: The Angel’s gaze turns on the target forcing it to make a WIS saving throw DC 19 and on a failed save the target must use its turn to attack the Angel as many times as it can as it desperately tries to drive away the Angel. Each attack is reflected back at the target dealing 1D12 + 7 Psychic damage for each hit. On a successful save the target has disadvantage on attacks until the start of its next turn as it becomes unsettled by Its gaze.
2- Thy Will Shall be Frustrated: The Angel speaks in a whisper that pierces the heart of the target. It must have Disadvantage on D20 tests for the next 1D3 turns unless it uses its action to gouge its ears dealing 1D12 Piercing damage and leaving it Deafened.
3- Stand in Awe for I Am Inevitable: The Angel leans in close and lifts its lace covering Its face revealing Its form face to the target. The target must make a CHA saving throw DC 19 and on a failed save it becomes Blinded for one minute and is Incapaciated until the start of its next turn. On a successful save the target takes 3D10 +15 Psychic damage as it resists the divine sight.
4- Begone Cretin! Flee From My Sight: The Angel spreads its terrible wings and unleashes a portion of its power in a frightful display. The target must make a WIS saving throw DC 19 and on a failed save the target becomes Frightened and must use its turn to take the Dash action away from the Angel. On a successful save the target’s movement speed is halved for one minute as its legs quake and shake from the experience.
You regain the use of this feature after using your Limit Break feature and after waiting out your Backlash period.
True Limit Break- Prophecy
When you prophecy at the start of each day you instead roll 5D10 and record the results.