Both civilized and savage Thuleans are highly superstitious people. They place great importance on omens, dreams, astrology, and other hints of what the future may hold. These signs and portents can be cryptic or frightening, but those who are trained to understand their meanings can often transform a puzzling dream or the seemingly unpredictable movements of the stars into clear, actionable advice. You are a soothsayer, a speaker of truth, and it is your gift that helps both the highborn and the low to under- stand what the future holds.
Many people claim to have the gift of foresight, but only a few have any real talent. Soothsayers who truly possess the gift are highly sought-after. Kings, great chieftains, and high nobles keep talented soothsayers as valued advisors, and frequently consult with them on all sorts of decisions. You enjoy the trust and confidence of a high-ranking patron, and need not concern yourself with finding a place to live or selling your talents by reading palms in the bazaar.
Soothsayers are found among many races, although their techniques vary from culture to culture. Some are simply born with the gift, and see truths that no one else perceives from an early age. Others begin with a long apprenticeship or education, studying religious texts and occult lore. Most soothsayers possess at least a small amount of magical ability. Soothsayers are rarely great warriors or brawny heroes, but many such individuals are guided and advised by a soothsayer’s counsel.
Key Identity: Human, dwarf, elf, cleric (not of Ishtar), wizard, sorcerer, druid.
There are many seers who have no special gift of foresight, but your gift is real—you can find mean- ing in dreams and signs, or foretell the fortunes of others by casting horoscopes or reading runes. You must first master an arcane and complicated subject with a long apprenticeship, learning the meaning of different stars or signs; even if you had no gift at all, your advice would still be valuable due to the depth of your learning. The stories of your wise pronouncements soon spread and bring many people in search of counsel to your door. At the zenith of your career, your predictions take on the weight of true prophecy, and Fate itself seems to conspire to make your utterances come true.
Soothsayers in the World
Most Thuleans hold a deep respect for soothsayers and listen carefully to anything you say. Unfortunate- ly, there are enough frauds and charlatans posing as soothsayers that you cannot expect to be heeded at all times, especially if you appear to be giving counsel in your own self-interest. Many so-called soothsayers make a good living by telling important people what they want to hear—and more than a few honest soothsayers have had their livings curtailed quite suddenly by telling a powerful client something unpleasant. In addition, you should be wary of the priests and priestesses of Ishtar. They believe that the working of Fate is in their goddess’s hands, and that attempts to see what the future holds are misguided at best.
Personalising the Soothsayer
Soothsayers are principally distinguished by their preferred method of foretelling.
The study of astrology was raised to a high science by the sages of Atlantis. You are trained in both the meticulous observations and calculations needed to work out personal horoscopes, as well as the mystic meanings of hundreds of combinations of planet conjunctions with major and minor constellations. There are always skeptics, but most civilized Thuleans pay great attention to the movements of stars and planets that they believe are linked to their personal destinies.
The great seers of the ancient elven realm of Sersidyen mastered the art of dream- walking—sharing the dreams of others. You know how to brew a soporific dream-potion that allows you to dimly sense the dreams of anyone who sleeps in your presence, and you are trained in the meaning of dream images and events. When the mighty are troubled by recurring dark dreams, they call for a dreamwalker to help them understand what they are being told.
Most people believe Nimothans to be unconcerned with anything they cannot physically touch or feel, but these northern warriors possess their own traditions of foretelling. Runecasters use bones or stones carved with mystic runes, dropping them at random and searching for meaning in the way they fall. You possess the gift of runecasting, and use your talent to help guide your people when they encounter the supernatural.
You are a seer and fortune-teller whose ability to predict future events is uncanny. Astrology, dream interpretation, casting runes, and other such arts are all held in high regard in superstitious Thule, and your talent attracts the attention of many people.
D&D 5th Edition
Skill Bonuses (1st level): You gain training in Insight and Religion. e best soothsayers understand that many who seek out their services already know the answers to the questions they ask, and need only a little encouragement to see the truth for themselves.
Foretelling (1st level): You can perform a fore- telling for one ally within 30 feet. is requires one minute, and you cannot foretell for yourself. Roll d20 twice and record the results. You can substitute one of these d20 rolls for a d20 roll made by the target ally or made by an enemy attacking the target ally. e target ally need not be in sight, and you do not need to be able to take an action or even be aware of the ally’s situation—you performed your foretelling earlier, and now it is unfolding. You can create a foretelling once per day, and substitute up to two d20 rolls with each foretelling.
Hear Sooth (6th level): Your reputation as a sooth- sayer leads powerful individuals to seek out your assistance. When you interact with merchants, nobles, and other potential patrons, you gain tactical advantage. In addition, you gain a moderate income from wealthy patrons who request your counsel (see Income, under narrative benefits).
Prophecy Revealed (10th level): Once during each character level at 10th level and above, you gain a special insight into an important situation or challenge you face by recognizing the signs of old prophecies coming true or discerning the meaning of a powerful omen. If the GM determines that there is no additional information or special insight available, you do not expend this use of the ability.
Skill Bonuses (1st level): You gain a +2 bonus on Knowledge (arcana), Knowledge (religion), and Sense Motive skill checks. The best soothsayers understand that many who seek out their services already know the answers to the questions they ask, and need only a little encouragement to see the truth for themselves.
Foretelling (1st level): Once per day, you can perform a foretelling for one ally within 30 feet. This requires one minute, and you cannot foretell for yourself. Roll d20 three times and record the results in order. You can spend a hero point at any time to substitute the first d20 roll for a d20 roll made by the target ally, or made by an enemy attacking the target ally. The target ally need not be in sight, and you do not need to be able to take an action or even be aware of the ally’s situation—you performed your foretelling earlier, and now it is unfolding. If you have a second hero point available, you can substitute the second d20 roll after you use the first, and if you have a third hero point available, you can use the third roll after you use the first and second.
Hero points you spend to perform a foretelling are not permanently expended, and are regained at the end of the day.
Hear Sooth (6th level): You gain a +2 bonus to interact with merchants, nobles, and other people of wealth. In addition, your reputation as a soothsayer leads powerful individuals to seek out your assistance. You gain a moderate income from wealthy patrons who request your counsel (see Income, under narrative benefits).
Prophecy Revealed (10th level): Once during each character level at 10th level and above, you gain a special insight into an important situation or challenge you face by recognizing the signs of old prophecies coming true or discerning the meaning of a powerful omen. This is equivalent to the Inspiration function of spending a hero point, except it does not actually require you to spend a hero point. If the GM determines that there is no additional information or special insight available, you do not expend this use of the ability.