Cleric
Base Class: Cleric

The Fate Domain focuses less on personal glory, but to see the outcome of an event, and to push it more favorably in the cleric and their ally's favor.  As such, the subclass' primary focus is that of rerolls as opposed to flat outcomes based on previous rolls as with the Divination wizard.

As such, the Fate Domain cleric takes on a more support role, similar to the Life Domain cleric, throwing aside personal glory to make sure others can live to see another day, or perhaps become more heroic than they already are.    Beyond this, the fate domain cleric has access to powerful tools for gathering information ahead of times, or on specific person or places, without the cleric being forced to choose between said options, or potential healing and damage.

Fatalism

You have access to these spells, and do not go against the limited number of spells that you may know at any given time.

Level 1     Detect Evil and Good, Identify

Level 3     Augury, Fortune's Favor (If Wildemont is Legal) or See Invisibility

Level 5     Clairvoyance, Tongues

Level 7     Arcane Eye, Divination

Level 9     Legend Lore, Scrying

In Addition

Gain Perception and Insight to your skill list.  Gain Expertise in these.  In additional, you know the Guidance Cantrip.

Channel Divinity: Prophetic Guidance

Starting at level 2, you can make a poor creature hapless and prone to misfortune.

As an action, you present your holy symbol and target one creature that you can see within 30 feet of you.  Until the end of your next turn, creatures that attack the target of Prophetic Guidance have advantage on rolls against it, and have an increase bonus to damage equal to the cleric's proficiency bonus.

If a creature you can see attacks, and misses the target of Prophetic Guidance, they may choose to reroll without advantage.  This effect may only occur once per channel divinity.

Channel Divinity: Prophetic Guidance

Starting at level 2 you may call upon the gods to curse a creature with horrendous luck.

As an action, you may present your holy symbol and target one creature, cursing it with ill luck until the end of your next turn.  Attacks that target this creature are done with advantage, the creature taking additional damage equal to the cleric's Proficiency bonus.

Once until the end of your next turn, if an attack would miss, the target may reroll without advantage.

Favor of the Gods

Starting at level 6, when a creature you can see within 30 feet of you makes an attack and hits, you may choose to use your reaction to force it to reroll the attack.  You may use this feature a number of times equal to your Proficiency bonus, and regain all uses at the end of a long rest.

Potent Spellcasting

At level 8, you add your Wisdom modifier to damage dealt with Cleric cantrips.

Tymora's Smile

Starting at level 17, you have advantage against all saving throws against magical effects.  As a reaction, you may choose to give this benefit to a creature you can see and within 30 feet of you against one magical effect that has a save condition.  Once used, you lose your own advantage against saving throws until the start of your next turn.

Cleric Subclass:  Fate Domain Image

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