Cleric
Base Class: Cleric

Fate is the invisible thread which ties together all things. It weaves its pattern through time and space, forming a grand design from the lives and events of the multiverse. No being, mortal or god, could possible know all of fate, for to know all of fate would be to know all things. However, those gods who choose to concern themselves with fate receive visions of the tapestry, giving them insight into what’s to come. They then use that knowledge to guide their followers, or to tweak the weaving for their own purposes.

Fate Domain Spells

Cleric Level

Spells

1st

Bless, Divine Favor

3rd

Augury, Mirror Image

5th

Beacon of Hope, Bestow Curse

7th

Death Ward, Divination

9th

Commune, Geas

 

Dueling Fates

When you choose this domain at 1st level, you gain the True Strike cantrip if you did not already have it.

Furthermore, your deity guides your spells and attacks, choosing the reality in which the strike is most favorable. Whenever you roll damage for a spell or attack, roll all the dice two separate times. Choose which total to use.

Channel Divinity: Timely Coincidence

Starting at 2nd level, you can use your Channel Divinity when making certain checks to cause an unexpected event to occur, leading results to fall in your favor.

When you make a Dexterity check or a Wisdom check, you may use your Channel Divinity to reroll the check before the results are revealed. You may use the result of either roll.

The form of this unexpected event is up to your DM. It could be a dog running by while you're making a Stealth check, or a bead of sweat on the brow during an Insight check.

Destined for Greatness

Starting at 6th level, your deity has ensured that chance is always on your side. You add half your proficiency modifier (rounded down) to all saves in which you are not proficient.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Master of Providence

At 17th level, you know how to bend fate to your whims. Before rolling a d20, you may instead choose to treat that d20 as a natural 20. This ability recharges on a long rest.

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