Some Intercessions mark the body. Others scar the soul. But yours... yours revealed the already existent truths unknown to much of the realm. Being apart of the Visionaries isn't just seeing a future, but the future. Whether you weep, laugh, or remain still, it will arrive all the same.
Short & Sweet:
You are marked by precognition, as not a mystic but a witness. You are the consequence of having been revealed to what happens ahead of your current, even if you didn't want those thoughts. Like a child growing up too fast, you learned too quickly, heard too much, and eventually, the world opened its eyes, seeing you as you did it.
Yet, you remain unbroken by it. You accept the end, the future, and the eventual process everyone will face at the very end of their time. You accept that, in the end, the life you are in will close like a fairy tale. Something about that brings peace to your mind, and calms your otherwise calamitic views of the realms.
Physical Attributes:
Those given "Vision" are usually pale, boasting discolored irises with shifting hues reflecting the very momentum of the stars. Their pupils, though stagnant, may contain slight flickers as if replaying moments that haven't even yet come yet. Many do slow, deliberate gestures, as if they know of what will happen and are teachers instead of prophesiers. They don't just assume or say they know, they talk and teach those who don't and speak with a certainty of one who truly understands.
Additionally, some bear unique signs based on the stars that constantly bear the fruits of secret knowledge many cannot deem as information, simple things like a flash could reference an event long seen before. These signs appear on their bodies, in their hair, or even as small memoires on their body or ones they summon to speak to, despite already possessing the knowledge themselves. Hourglasses, spirals, and eyes with two pupils are all things that can be referred back to Visionaries.
Fun Facts:
-> Many use the small stars on their body or ones they summon as recorders and recordings of important events or of themselves. It helps them to further remember their own thoughts and prioritize certain snippets in the boundless introspections they've had.
-> Yes. Visionaries can basically have a "Save File". Don't take that ability lightly when considering how the realms work and how you are even able to pull off such a strange ability.
-> Common themes for Visionaries are Determinism, Precognition, and Burdened Foresight.
Basic Info
Description:
Most significant changes are dependent on the header origin, but the ones provided still count.
Proficiencies
Talented ( +2 )
-> Insight or Analysis
Star Scourge
You, despite your knowledge, are felt as something of a plague on those who consider you a threat for your "misinformation"
Feature -> As a Free Action, mark a creature within 30 feet for Doom. The next time this creature is reduced to 8 health points or less during this scene, they instantly fall to becoming incapacitated, regardless of resistances or immunities. The mark lasts for 1 minute, and you can conjure an amount of marks equal to twice your level every short rest.
Additionally... -> Increase the thresh-hold of this effect's MAX HP reduction for every proficiency you have, based on level:
> Versatile gives +0
> Talented gives +1
> Adept gives +2
> Expert gives +3
> Master gives +4
Also... -> After casting the mark, reduce your current max health points by half until the creature falls or combat ends. After this, your max health points decrease by half your level rounded up for every time you used this until your next short rest.
Feature -> You may also invert the Doom that plagues others, giving them an opposite effect, Wish. This, despite still doing the same effects to you, returns the health points they lost to an attack that reduced their health points to your thresh-hold's value.
( If your ally has wish and they are reduced to 8HP, you return the HP lost and end this effect. )
Fate-Seeker
You knew where this would land, and ensured it's success.
Feature -> Once per long rest, after rolling an attack or ability score, you may declare "This was always going to succeed". Treat the roll as if it was a critical success, and keep in mind that this ability cannot be used on saving scores. ( Reflex, Block, Resolve, etc. )
Additionally... -> If used successfully, you gain Foresight Fatigue, a condition where your next two rolls suffers disadvantage as the timeline strains to correct itself.
Feature -> You gain another use every 4 levels.
The Parallax
The smallest and most dim of stars contain the most events, knowledge, and understandings.
Feature -> Your stars are unique.. They carry stories, fragments, and... your very essence. An amount of times equal to your level per short rest, you may conjure a "Parallax" in a space you can see Infront of you.
This contains all current information at the time of placing, and essentially allows you to redo a task, check, or roll by activating the Parallax. Others can see the floating star, but cannot interact with it unless they have a specific ability or are of the same Genesis as you are.
Additionally... -> You may, once per long rest, after taking your turn, you may rewind to the start of your turn and take a different set of actions instead, however, you must keep one of the original outcomes ( Success or Failure of an Action ), but may reroll the rest. In a thematic sense, you are seeing one of the future outcomes and deciding to discard it for the current when you choose to rewind.
Feature -> All enemies and allies involved in the rerolled actions are now aware that something strange occurred, and know, to an extent, that you are the cause of said strangeness..
Additionally... -> After 10 uses of Parallax AT ALL in a lifetime, your body becomes.. slightly glimmery of the stars, lightly transparent and fading.
You glow ambiently, causing adjacent spaces to light up a bit, but not by much.
After 20 of Parallax AT ALL & 5 uses of its rewind ability in a lifetime, the glimmer of the stars shine even more, your body begins to fade in and out..
Once hitting the 25 mark of uses and only then, whenever you roll a score of any kind, you must do so while a 1d8 is rolled by someone at the table. On an 8, you fail, not by unsuccessfully performing the task, but by being sent back into a time before you could even act on it. On a 1, you gain a chance to reroll your result, but you HAVE to take the new value.
Background & Role in the World:
LORE
LORE
LORE
Inspirations?:
Add inspirations like cultures, IRL depictions or religions!
Society and Cultures:
LORE
LORE
History:
LORE
LORE
LORE