Cleric
Base Class: Cleric

Contrary to what some believe, fate is not as random as chance, nor is it a predetermined outcome set in stone. No, fate is not the destination but the journey, a series of paths that all living creatures walk - knowingly or not - determined by the choices they make every day. Each path winds through life - some short, others long - alternating between uneventful and storied, and all leading to that final moment of destiny.

Fate clerics are given a glimpse of the grand design of the gods so that they may use their divine powers in service of that cosmic plan. Some are considered prophets and fortune tellers who help the lost find their true calling, while others present as meddlers and puppeteers, plucking the strings of fate in accordance to their will. Either way, those blessed with insight into the multiverse's grand design often feel an obligation to use this knowledge to usher all living things to their destiny before they meet their own final reward.

Fate Domain Spells

Bonus Cantrips

When you choose this domain at 1st level, you gain your choice of one of the following cantrips: guidance, resistance, true strike.

Foreknowledge

At 1st level, you gain the ability to see the weave of fate in all things, granting you uncanny insight into the world around you.  You become proficient in Insight and Perception, and your proficiency bonus is doubled for any ability check you make that uses the Insight skill.

Channel Divinity: Mark of Fate

Starting at 2nd level, you can use your Channel Divinity to affect the fate of those around you for good or ill. As a reaction, whenever a creature within 30 feet makes an ability check or saving throw, you may choose to give that creature advantage or disadvantage (your choice) on the roll.

Channel Divinity: Greater Mark of Fate

Starting at 6th level, your insight into the grand design can turn the tide in the midst of battle. As a reaction,  whenever a creature within 30 feet of you makes an attack roll, you may choose to give that creature advantage or disadvantage (your choice), using your Channel Divinity. You can make this choice after the roll is made, but before the DM says whether the attack hits or misses.

Path of Fate

At 8th level, fate gives you a choice of two paths to follow. Choose between Fate Strike or Fateful Spellcasting. Fate Strike expands your critical hit range for all weapon attacks to include any roll that is a natural 19 or 20. Fateful Spellcasting gives the same expanded critical hit range of any roll that is a natural 19 or 20, but for magic attacks.

Fate Strike

At 8th level, your attacks benefit from the guidance of fate's design. Your critical hit range for all weapon attacks expands to include any roll that is a natural 19 or 20.

Fateful Spellcasting

At 8th level, your attacks benefit from the guidance of fate's design. Your critical hit range for all magical attacks expands to include any roll that is a natural 19 or 20.

Fate Mastery

At 17th level, your innate understanding of the twisting paths of fate allows you to tip the scales in your favor. When a creature rolls a natural one, you can change the result to a natural 20, or alternately change a natural 20 to a natural one.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.

Previous Versions

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