The Unplanned Benediction
A wandering cleric's treasured book teaches that when certainty fails, grace may arrive by the most ridiculous road.
Spellbook · Cleric of the Domain of the Fool · Level 20
The Unplanned Benediction
A wandering cleric's treasured book teaches that when certainty fails, grace may arrive by the most ridiculous road.

Ex librisSister Tamsin VellCleric of the Domain of the Fool

At a glance
Level
20
Cleric of the Domain of the Fool
Spells
11
2 cantrips, 6 signature
Spell slots
1st level
2nd level
3rd level
4th level
5th level
6th level
7th level
8th level
9th level
At the table
A margin note
Plot hook
Spells
11 spellsCantrips
2- Touch one willing creature. Once before the spell ends, it can roll and add the number to one ability check of its choice. The spell ends after the creature rolls the die.
- Duration
- Instantaneous
- Target
- One willing creature
- Components
- V, S
- Higher levels
- Cantrip; no slot required.
- Source
- Player’s Handbook (2024)
- Create a minor supernatural effect, such as a booming voice, flickering flames, or a tremor. You can dismiss an effect as a Magic action.
- Duration
- Up to 1 minute
- Target
- A minor magical effect within range
- Components
- V
- Higher levels
- Cantrip; no slot required. You can have up to three of its effects active at once.
- Source
- Player’s Handbook (2024)
1st level
2- Speak a one-word command to one creature you can see within range. On a failed save, it follows the command on its next turn, unless the command is directly harmful to it.
- Duration
- Instantaneous
- Target
- One creature you can see
- Components
- V
- Save or attack
- Wisdom saving throw
- Higher levels
- When cast with a level 2+ spell slot, you can affect one additional creature for each slot level above 1.
- Conditions
- Charmed
- Source
- Player’s Handbook (2024)
- Ward one creature within range. An attacker that fails its Wisdom save must choose a new target or lose the attack or spell. The ward ends if the protected creature makes an attack, casts a spell that affects an enemy, or deals damage.
- Duration
- 1 minute
- Target
- One creature within range
- Components
- V
- Save or attack
- No initial save; a creature targeting the warded creature with an attack or harmful spell must make a Wisdom saving throw
- Higher levels
- When cast with a level 2+ spell slot, the duration increases by 1 minute for each slot level above 1.
- Source
- Player’s Handbook (2024)
2nd level
2- Receive an omen about a specific course of action you plan to take within the next 30 minutes. The DM chooses whether the omen is weal, woe, both, or neither.
- Duration
- Instantaneous
- Target
- Self
- Components
- V, S, M (specially marked sticks, bones, or similar tokens worth at least 25 GP)
- Higher levels
- Casting with a level 3+ spell slot prevents the chance of receiving no omen. Each casting after the first before finishing a Long Rest has a cumulative 25 percent chance of a random reading.
- Source
- Player’s Handbook (2024)
- Create a 20-foot-radius sphere where no sound can be created or pass through it. A creature or object wholly inside is immune to Thunder damage, and creatures are Deafened while wholly inside.
- Duration
- Up to 1 hour
- Target
- A 20-foot-radius sphere centered on a point within range
- Components
- V, S
- Higher levels
- No additional effect when cast with a higher-level spell slot.
- Source
- Player’s Handbook (2024)
3rd level
1- The target understands any spoken language it hears and can be understood by any creature that understands at least one language.
- Duration
- 1 hour
- Target
- One willing creature
- Components
- V
- Higher levels
- No additional effect when cast with a higher-level spell slot.
- Source
- Player’s Handbook (2024)
4th level
1- For the duration, the target’s movement is unaffected by Difficult Terrain, and spells or other magical effects can’t reduce its Speed or cause it to have the listed conditions. The target can also spend 5 feet of movement to escape nonmagical restraints or Grappling.
- Duration
- 1 hour
- Target
- One willing creature
- Components
- V, S, M (a leather strap, bound around the arm or a similar appendage)
- Higher levels
- No additional effect when cast with a higher-level spell slot.
- Conditions
- Grappled, Paralyzed, Restrained
- Source
- Player’s Handbook (2024)
5th level
1- Contact your deity or a divine proxy and ask up to three yes-or-no questions. You receive a correct answer for each question, though the deity may answer with a short phrase instead.
- Duration
- Up to 1 minute
- Target
- Self
- Components
- V, S, M (incense worth at least 25 GP, which the spell consumes)
- Higher levels
- Casting with a level 6+ spell slot prevents the chance of receiving no answer. Each casting after the first before finishing a Long Rest has a cumulative 25 percent chance of no answer.
- Source
- Player’s Handbook (2024)
7th level
1- Speak a divine word that affects creatures of your choice within range. Depending on their current Hit Points and creature type, they may be Deafened, Frightened, stunned, or banished as specified by the spell.
- Duration
- Instantaneous
- Target
- Creatures of your choice within 30 feet
- Components
- V
- Save or attack
- No save for creatures with 50 Hit Points or fewer; Constitution saving throw for creatures with more than 50 Hit Points
- Higher levels
- When cast with a level 8+ spell slot, the Hit Point threshold increases by 10 for each slot level above 7.
- Conditions
- Deafened
- Source
- Player’s Handbook (2024)
8th level
1- Creatures of your choice in a 30-foot Emanation have Advantage on all saving throws. Other creatures have Disadvantage on attack rolls against them, and Fiends and Undead that hit them with melee attacks must succeed on a Constitution save or be Blinded until the end of their next turn.
- Duration
- Up to 1 minute
- Target
- Self and creatures of your choice in a 30-foot Emanation
- Components
- V, S, M (a small reliquary worth at least 1,000 GP)
- Higher levels
- No additional effect when cast with a higher-level spell slot.
- Source
- Player’s Handbook (2024)
In the margins
3 notes
DiaryThe map was perfect. Then the donkey ate it. We arrived before the king anyway.
WarningDo not mistake a plan for a promise. The miracle is not obliged to follow the arrows.
Diagram[A sketch of a door labeled EXIT, opening onto a sunrise that is clearly indoors.]
The book itself
The book insists that a wrong turn can be a revelation.
Its diagrams are most legible after the reader stops trying to decipher them.
A tiny painted fool appears in the margins, always pointing somewhere unexpected.
The caster
Cleric of the Domain of the FoolSister Tamsin Vell
Studies: Divine magic of chance, revelation, and improbable rescueManner: Warm, attentive, and disarmingly candid. She rarely pretends to know what comes next, but meets danger with steady compassion.Focus: A silver holy symbol shaped like a smiling mask, worn on a cord and tapped against the book before a prayer.Quirk: Before a difficult choice, she flips a copper coin, then listens carefully to whichever option she was secretly hoping it would not choose.Wants: To find the source of a growing silence in the divine replies she receives, and to learn whether uncertainty itself can be sacred.Sister Tamsin Vell was once a meticulous church archivist. After a disastrous attempt to prevent a plague through rigid planning, she found hope in a chain of absurd accidents that saved her town. Now she travels as a cleric of the Fool, recording the unexpected mercies she witnesses.
The book
A battered codex bound in red leather, its pages filled with elegant diagrams that have been crossed out and replaced by cheerful doodles. The ink sometimes rearranges itself when its reader tries to follow a plan.
Its wards · GM only
About the book
FormatPocket-sized, red-leather codex with a brass clasp and loose pages tucked between its leaves
ThemeGive up the plan. Become the miracle.
Written by aCleric of the Domain of the Fool
Caster level20
SystemD&D 5E (2024)
Plot hooks
1A local cardinal has stolen the codex, convinced that its chaotic miracles can be forced into a prophecy. The book's owner needs help retrieving it before the cardinal's carefully engineered ritual begins.
2The Fool's painted figure has vanished from every margin. Soon afterward, improbable mishaps stop turning out well, and the party must discover who has trapped the spirit of the book.
3A village celebrates a miracle the cleric never performed. The only clue is a page torn from the codex, now being passed from hand to hand as a good-luck charm.
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