Cleric
Base Class: Cleric

One must rely on fate to win battles fore coming- but if one is willing to accept when the constellations tell true to the upcoming events, then this foresight shall allow any to ensure their victory. With this, you will guarantee.

Draw from your deck and bring upon the truths that the stars bare. Provide buffs to your party based on your arcana, and draw magic from the stars thus driving your enemies back as their fates come to a terrible end. Or so it was destined.

Constellation Reading

1st-level Fate Domain feature

When you choose this domain at 1st level, you gain the Draw bonus action. Using the Draw action, you draw a card that's represent the constellations in the sky. (This is determined by rolling a d6) Then on the same turn, you can give this card to any of your allies- including yourself- in a 30 ft. range. The card's effect lasts for 1 minute. The effect ends when the card's buff is triggered, or another card has been played.

Determine which Constellation you get based on the Constellations table by rolling a d6.

Constellations-
 
    1 - The Fiend: Your physical melee attack modifier is increased by the cleric's proficiency modifier. If the next physical melee attack roll made against a creature hits, the attack will deal an additional 1d8 of damage.
            "There's a devil in all of us- let your opponents know it."

      2 - The Dragon: If the next physical ranged attack roll made against a creature hits, another attack roll can be made against a creature who is at least 30 ft. behind the original target.
            "My children who bare thine scales- vanquish all whom cower behind their allies."

      3 - The Phoenix: On any spell you cast on your turn, you can reroll a number of damage or healing dice up to your spellcasting modifier.
            "Regain your strength and begin anew."

      4 -The Ursa Major: The next saving throw you make against an attack, you take no damage if you succeed. Otherwise, the next saving throw you make to end a negative effect on yourself, you do so at advantage.
            "Mine brother did doth choose thee to be spared of thine misfortune. Therefore, I passeth mine protection onto thee."

      5 - The Rabbit: If you take damage, reduce the next upcoming attack by 1d8. Otherwise, heal for 1d12 at the start of the cleric's next turn.
            "I will watch over your heads as my daughter's have done themselves."

      6 - The Ram Twins: The next spell you cast that requires a saving throw, you can choose who is affected by the spell's effects in it's radius.
             "Brother..." ... "...Sister..." ... "Whom do we decide shall feel the wrath of our champion?"

Channel Divinity: Quickdraw

2nd-level Fate Domain feature

At 2nd level, you gain the ability to take from the stars and bring about your own fate.

As an action, you can spend a use of your channel divinity and choose an arcana from your constellation table. On the same action, you can bestow the buff to any of your allies. You do not require using your bonus action to draw your card.

Reshuffle

6th-level Fate Domain feature

Starting at 6th level, after using the Draw bonus action, you can use the Reshuffle reaction to redraw another card from your deck. Your last card is discarded and then replaced with your new card.

The Ursa Minor

8th-level Fate Domain feature

Starting at 8th level, you can have two buffs drawn at the same time. Additionally, two allies can be buffed by your cards at the same time. You can choose to use the Draw action and not play a card immediately. Instead, the card can be stored and used at a later time using the Play action. The Play action can be used to play your stored card. Only one buff can be applied to a creature at a time.
 
"Even when you're dreaming- I'll be here."

Channel Divinity: Bestowed Destiny

17th-level Fate Domain feature

As an action, spend a use of your channel divinity to enhance the buff of your next drawn card. When applying the card's buff to an ally, the buff doesn't end once the effect triggers. Instead, you maintain concentration on the buff until 1 minute has passed or someone interrupts your concentration. This effect will count as maintaining concentration on a spell.

Fate Domain Image