Cleric
Base Class: Cleric

"Death is but a doorway and to go through it is to meet your truth."
                                                   -Dyrier Savington, Cleric of Kelemvor

The Domain of Fated Death focuses on the cycle of birth to- the mandated eventual destination for all life- death. Nothing may escape death's call and with the power of the reaper comes serenity and peace. The gods of death are varied but those within this Domain loath the betrayal of death and fate. These are the gods of transformation and judgment anyone attempting to subvert the natural order is robbing them of their due. Gods such as the Raven Queen, Kelemvor, Myrkul, Shar, The Grim Reaper, The angel of Death (Azrael), Hermes, and Anubis inhabit this domain.

Though the gods of this domain look poorly on necromancy they understand the need to fight fire with fire.

Domain of Fated Death

   Cleric level    spell

         1st          Cure Wounds, False Life                                   
         3rd.         Spiritual Weapon (Scythe), Gentle Repose
         5th          Revivify, Speak with Dead                                 
         7th.         Death Ward, Blight
         9th          Raise Dead, Greater Restoration                     

Bonus Proficiency

When you choose this domain at 1st level,  you gain proficiency with heavy armor

In addition, you learn the Spare the Dying cantrip, which doesn't count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.

 

Fates Blessing

Starting at 1st level the effect of False Life can be shared with up to 2 other creatures instead of a range of self only; you must be touching each recipient. Role 1d4+4 times cleric level and apply temporary hit points equal to that number to the group. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once), the effects do not stack. You regain all expended uses when you finish a long rest.

Hand of Fate

Due to your interaction with the spiritual planes you have a heightened sensitivity to the dead. At 1st level the imbalance of Fate created by the restless dead disturbs your senses, you can call forth the Hand of Fate which will seek out any undead within 100 feet regardless of cover or obstruction.  Should the path be an obstructed the hand will indicate the direction.

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.

Altered Channel Divinity: Turn Undead

As an action, you present your holy symbol and speak a prayer communing with the undead. Each undead that can see or hear you within 30 feet must make a Wisdom saving throw. If the creature fails its saving throw, it is under your thrall for 1 minute or until it takes friendly damage. As a bonus action you may command them to do anything that will not cause them individual harm. For example you can not command them to do self harm but if you control two you may command them to attack each other, however since the attack would be coming as friendly damage their thrall will be broken. 

Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is permanently in your thrall if its challenge rating is at or below a certain threshold, as shown in the Enthrall Undead table.


Enthrall Undead
Cleric Level             Enthralls Undead of CR
       5th                     1/2 or lower                     
       8th                     1 or lower
      11th                    2 or lower                        
      14th                    3 or lower
      17th                    4 or lower    

Channel Divinity: Siphon Death

Starting at 2nd level you can use your Channel Divinity to Slow Death's Approach. As a reaction you present your holy symbol to slow the march of death, reducing any damage being dealt by 5 times your cleric level. Choose any number of creatures within 30 feet who are taking damage on that attack and divide the reduction between them. Should the attack be Critical Siphon Death does no reduction but changes the hit to a normal hit. This feature has no effect on those already dead or undead. This reaction is activated after hit and damage have been rolled.

Channel Divinity: Summon Death

Starting at 6th level you may call forth the Grim Reaper.  As an action you present your holy symbol and beseech your god/s for aid. The Reaper rises out of the ground in an unoccupied space within 10 feet of you. The Reaper can not be harmed and holds position relative to the caster. The Reaper only attacks while stationary.

Any creature hostile to you that moves to a space within 10 feet of the Reaper for the first time on a turn or ends their turn within 10 feet must succeed on a Dexterity saving throw. The creature takes 4d10 *necrotic or slashing damage on a failed save, or half as much damage on a successful one (add 1d10 per cleric level gained). Should a round pass where the Reaper deals no damage it returns to the Lands of Judgment and is removed from the field.

*as determined by the DM for greatest effect

Deathly Strike

At 8th level, you gain the ability to infuse your weapon strikes with an aura of Death—a gift from your deity. 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.

Channel Divinity: The Eye of Fate

At 17th level you are established as a guardian of fate and are granted a boon of foresight. You may pose a question to the weavers of fate regarding you or your parties planned actions. The fates will answer truthfully. *The DM will reveal one bit of information about the campaign unknown to the Cleric based the players d20 roll, the information will have to do with something unknown that has happened or will happen within 24 hours. The lower the number the more obscure the clue, the higher the number the more informative. For example: the cleric might ask What is in the Cave we are traveling to- on a role of 1 the DM might inform you that a cave you are going to has valuable information you need, which is something you already suspected but now have confirmed; or on a roll of 20 the DM might inform you that the cave has traps and contains 2 medusa with 127hp, a Minotaur with 76hp, and a swarm of winged kobolds with a total of 32hp between them. Using hand of Fate closes the divine gate for 24 hours, no other Channel Divinity powers will be able to be used during that time.

*note to the DM, you can be cagey but be fair and when warranted give helpful information. This is a high level usage of Divination and should be rewarded as appropriate. Do not speculate, such as saying "someone in the party will die"; unless you are going to force that result regardless of player actions. Also remember what is fated always happens, the purpose of this is not to avoid fate but to be prepared for it.  Additionally you may create a list of personifications of fate and have the player role to determine which answers their call. for example the Weird sisters(greek mythology) could provide tricky answers, while Destiny (sandman) could provide dispassionate information, Sauras (goddess of divination and fate) could provide only good news (What is happening in the kingdom? The king and queen have just conceived a child, a boy) while Vecna God of secrets could provide only bad news (What is happening in the Kingdom? the cult of doom is casting a ritual that will call forth demons to attack the city, the slaughter will be amazing). 

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