Cleric
Base Class: Cleric

The Domain of Fate is shared by those who can sense the ripples of choice and destiny on the threads of existence. 

In a world long forgotten by the gods, there are few who are attuned to the machinations they left behind. Even fewer ponder these sensations and experiences enough to discern the patterns as they arise. And then... There are those who, against all odds, can hear the world's whispers -- nothing that can be described beyond "more than a feeling, but less than word."

Clerics of Fate experience reality with a grand awareness of consequence. All decisions have impact for now or for later, and the rhythms of Gardhara thrum an ever evolving tune of history. Those who hear the tune must decide if they will be facilitators to the ebb and flow or orchestrate their own additions into the songs of time. 

Order Deities

You don't know who it is you answer to, not really. 
You know whatever it is exists, you have known it for as long as you can remember. 
It doesn't have a name, but many call it different things; the strange part is that you can always tell when it's mentioned that it's genuine or not. 

 

Domain Spells

1st-level Order Domain feature

You gain domain spells at the cleric levels listed in the Order Domain Spells table. See the Divine Domain class feature in the Player’s Handbook for how domain spells work.

Order Domain Spells

Cleric Level Spells
1st command, lesser divination
3rd precognitive sense, gift of luck
5th mass healing word, recent echoes
7th prophesize doom, locate creature
9th contact alternate self, dominate person

Bonus Proficiencies

1st-level Order Domain feature

You gain proficiency with heavy armor. You also gain proficiency in the Insight or History skill (your choice).

Pressure of Destiny

1st-level Fate Domain feature

Your awareness of Fate allows you to briefly push an ally toward a particular outcome—but doing so creates an opening for Fate to push back.

When you cast a spell using a spell slot of 1st level or higher and the spell targets an ally, that ally gains advantage on the next attack roll it makes before the end of your next turn. However, the next attack roll made against that ally before the end of your next turn also has advantage. If the spell targets more than one ally, you choose one of those allies to be affected by this feature.

You can use this feature only once per turn.

Channel Divinity: Analysis Paralysis

2nd-level Fate Domain feature

You can use your Channel Divinity to overwhelm creatures with the awareness of too many possible futures.

As an action, you present your holy symbol, and each creature of your choice that can see or hear you within 30 feet must make a Wisdom saving throw.

On a failed save, a creature becomes incapacitated until the end of your next turn or until it takes any damage. When a creature fails this saving throw, you can also cause it to drop one object it is holding.

Emmisary of Fate

6th-level Fate Domain feature

You have become remarkably adept at channeling magical energy through the threads of destiny.

When you cast a Divination spell using a spell slot of 1st level or higher and the spell's normal casting time is 1 action, you can cast that spell as a bonus action instead.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Destined Strike

8th-level Fate Domain feature

Your weapon seems to navigate the anatomy of your target of its own accord, finding the precise moment when fate leaves them vulnerable.

Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 necrotic damage to the target.

When you reach 14th level, the extra damage increases to 2d8.

Suffer Fate

17th-level Fate Domain feature

Enemies you have chosen are doomed to experience more of what you and your allies have to offer.

When you deal your Destined Strike damage to a creature on your turn, you can doom that creature until the start of your next turn. The next time one of your allies hits the doomed creature with an attack, the target takes an additional 2d8 necrotic damage, and the doom ends.

You can doom a creature in this way only once per turn.

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