Base Class: Cleric
Some who worship deities of luck or destiny employ their deity’s power to bring their friends along a fated path or perhaps rain misfortune down on their enemies. Often considered oracles, the clerics of the Fate Domain have the ability to see into the future and possess a greater insight into the world around them. Examples of gods with clerics in this domain include Apollo, Istus, Odin, Olladra, and Savras.
Fate Domain Spells
| Cleric Level | Spells |
|---|---|
| 1st | bless, bane |
| 3rd | augury, see invisibility |
| 5th | beacon of hope, bestow curse |
| 7th | death ward, divination |
| 9th | commune, commune with nature |
Bonus Cantrip
When you choose this domain at 1st level, you gain the guidance cantrip if you don’t already know it.
Foreseen Threats
Starting at 1st level, your precognition lets you stay alert to danger. You gain a bonus to initiative rolls equal to your Wisdom modifier (minimum of 0).
Channel Divinity: Predestined Future
Starting at 2nd level, as an action, you can use your Channel Divinity to catch a glimpse of the future. Roll a d20. For the next 10 minutes, you can replace any attack roll, saving throw, or ability check made by you or a creature you can see with this predestined roll. You must choose to do so before you see the roll, and if you use this feature again before you have used the predestined roll, the old predestined roll gets replaced by the new one.
Channel Divinity: Fateful Visions
At 6th level, your Channel Divinity can be used to influence fate in new ways, looking further into the future. As an action, you can expend a use of your Channel Divinity and decide if you want to have a vision of good or ill fortune. If you use this Channel Divinity multiple times, you can have multiple visions of good or ill fortune prepared. You lose these visions if they have not been used when you finish a short or long rest.
Whenever you or a creature you can see makes an attack roll, a saving throw, or an ability check, you can use your reaction to call upon one of those visions and roll 1d6 and apply it as a bonus (if you chose good fortune) or a penalty (if you chose ill fortune) to that roll. You can do so after the creature rolls, but before any effects of the roll occur.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any Cleric cantrip.
Awakened Eye
At 17th level, you have mastered being able to see into the near future. You learn the Foresight spell, and add it to your list of domain spells. Like your other domain spells, you always have it prepared and it does not count against your spells known.
Additionally, you can push your divinatory powers to their limits at your own detriment. If you have no uses of Channel Divinity left, you can use either your Predestined Future or Fateful Visions Channel Divinity anyways, but you gain one level of exhaustion if you do so. Every time you use this feature again before you finish a long rest, the levels of exhaustion gained cumulatively increases by one. For example, if you use this feature twice before a long rest, you would gain an additional two levels of exhaustion.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
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10/3/2021 8:47:35 PM
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12
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2
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1.10
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Coming Soon
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