Base Class: Cleric
Clerics of the Fate Domain worship gods of luck and fate, both bad and good. Those who subscribe to this faith believe that both good and bad luck are the machinations of fate itself. They worship deities such as Jyestha, Aszayujau, Ebisu, and Sa'd. Clerics of this domain take fate as it is, believing that all fortune and misfortune is both inevitable and preventable. The future is never certain, but the past is immutable. Actions taken in the moment are all that matter, and life spent without truth is life wasted. Those of the Fate Domain are manipulators of probability itself, and can be either great boons or great hindrances to those who find themselves allied with them.
Fate Domain Spells
|
Cleric Level |
Spells |
|
1st |
|
|
3rd |
|
|
5th |
|
|
7th |
|
|
9th |
Bonus Cantrips
When you choose this domain at 1st level, you gain the Guidance and Resistance cantrips. These do not count against the number of cleric cantrips that you know.
Guided by Fate
Starting when you choose this domain at 1st level, if a creature that is currently under the effect of one of your spells succeeds on an attack roll or saving throw you can, as a reaction, grant yourself temporary hit points equal to twice your Wisdom modifier for 10 minutes. You can do this a number of times equal to your Wisdom modifier, and regain all expended uses upon taking a long rest.
Channel Divinity: Pushing Your Luck
Starting at 2nd level, you can use your Channel Divinity to embrace your gift of luck.
As a reaction when you fail an attack roll, ability check, or saving throw, you can use your Channel Divinity to reroll that die and take the higher number of the two.
Whenever you use this feature, your DM rolls a d20. If that d20 roll lands on a 1, you instead fail the check, guaranteed. If the check that you fail from this would cause you to take damage, you take double the damage instead.
Stroke of Luck
Starting at 6th level, if a creature makes an attack roll against you and fails, you have advantage on your next attack roll against that creature.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Lucky Strike
Starting at 17th level, if you or a creature within 30 feet of you that is currently under the effects of one of your spells succeeds on an attack roll, you can, as a reaction, cause that attack to instead be considered a critical. You can do this up to twice and regain all expended uses upon taking a long rest.
Comments