Base Class: Cleric
Those who follow this divine path seek an understanding of the present by looking to the future. They see signs and portents where most people see mere happenstance, random chance. Clerics of the Divination Domain know there is no such thing as random chance. They do not deny free will. Rather, they understand that our present choices influence the future and what most see as chance is actually the result of countless past choices by countless individuals and creature. Some deities, such as Azuth, Savras, the dwarven god Dumathoin, and the halfling deity Urogalan, seek to guard the knowledge of the future from most mortal eyes, fearing what this potent knowledge will do to the unlearned and what harm might from be done by those of evil intent. Others deities seek followers who will embrace the weave of fate, using their understanding to help people onto a better path. Deneir, Mystra, Gwaeron Windstrom, and the elven goddess Labelas Enoreth are among these.
Bonus Cantrip
When you choose this domain at 1st level, you gain the Guidance cantrip if you don’t already know it. This cantrip doesn’t count against the number of cleric cantrips you know.
Weave of Fate
Also at 1st level, your understanding of the Weave of Fate lets you influence the outcomes of actions you can see. You can use your divine connection to the Weave to force a creature you can see within 60 feet of you to re-roll an ability roll or saving throw once. The target can resist your attempt to manipulate the Weave by making a Wisdom save against your Spell Save DC, or can choose to let the manipulation succeed. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Channel Divinity: Fate of Battles
Starting at 2nd level, you can use your Channel Divinity to give your allies a glimpse into their immediate future.
As a reaction, you present your holy symbol, and invoke the name of your deity. Each ally of your choice within 20 feet of you is given a brief look into the coming battle, giving them a tactical advantage over their enemies. Your allies gain a bonus to their initiative equal to 1d4 + your Wisdom modifier (minimum of one).
Improved Weave of Fate
Starting at 6th level, you can also use your Weave of Fate feature to force a re-roll on any d20, including attack rolls.
Divine Attacks
Starting at 8th level, you add your Wisdom modifier to any attack roll you make, whether with spell or weapon.
Ride the Weave
Starting at 17th level, you can call up the Weave of Fate for yourself or one other person, who must be within 5 feet of you. For a minute, you pray and meditate to as you study the Weave. The object of your prayer and mediation gains advantage on all rolls for the until that individual takes a long rest. In addition, if any attack would deal half damage to the object on a successful save, that individual takes no damage on a successful save and only half damage on a failed save.
Once you use this feature, you can’t use it again until you finish a long rest.
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