Cleric
Base Class: Cleric

Ever has man coveted knowledge, and none more so than that of his fate. Thus did he labor to master the skill of foresight―but initial efforts bore little fruit. That is, until he looked to the stars above, which foretell the coming seasons, and learned to read the heavens.

Though this gift is known today as astrology, the people of Qu'alis saw fit to not only read the stars, but to write their movements as well. By attuning their aetherial energies to that of constellations, they learned to wield magicks with heretofore unseen properties.

Thus was Providence born―a new form of magic which grants its users power over fate. Employing a magical coin in their miraculous deeds, fortune always smiles upon these masters of arcana.

Domain Spells

You gain domain spells at the cleric levels listed in the Providence Domain Spells table. See the Divine Domain class feature for how domain spells work.

Providence Domain Spells
Spell Level Spells
1st bless, bane
3rd haste, slow
5th raise dead, reincarnate
7th divination, divine word
9th gate, wish

Fortune's Favoured

When you choose this domain at 1st level, when you roll a d20 with advantage or disadvantage, you choose roll three dice instead of two, and still take either the highest or lowest result as normal.

If you roll two or more natural 20's in this way, one of those die will be counted towards your DM's Fortune's Favoured die total. However, if you roll two or more natural 1's in this way, one of those die will be counted towards your DM's Fortune's Favoured die total.

Hang in the Balance

At 1st level, you try to reason with Fortune to turn your luck to your favour - or to your misfortune. You can choose to push your luck and try to change your fate.

As a bonus action, when you roll a d20, you can choose to flip a coin and call heads or tails. If you call the result of the flip correctly, you add 5 to the result of the roll. If you call the result of the flip incorrectly, you subtract 5 to the result of the roll.

Channel Divinity: Stack the Deck

Starting at 2nd level, you can use your Channel Divinity share your misfortune with those around you. As an action you can target any number of creatures you can see within 30 feet of you and force them to make a Charisma saving throw contested by your save DC or be cursed with misfortune.

For 1 minute all creatures cursed with misfortune have disadvantage on all ability checks, attack rolls and saving throws they make. If a creature has advantage on any roll, it becomes a normal roll.

A remove curse spell will remove this effect and each affected creature can reroll the saving throw at the end of each of their turns.

Reverence

Starting at level 6, Fortune has been decided to help your companions when they're in dire need. When a creature within 30 feet of you that use can see makes a Wisdom or Charisma saving throw, you can use your reaction to grant that creature advantage on the save.

You can use the feature to your proficiency bonus, regaining all uses when you finish a long rest.

Hands of Fate

Starting at 8th level, Fortune has changed the rules. Your chances of luck and misfortune have changed.

When you roll a 19 on a d20, it's considered a natural 20. In addition, when you roll a 2 on a d20, it's considered a natural 1.

Two of a Kind

At 8th level, you can have Fortune carry their luck onto your companions. When a creature within 30 feet of you makes an attack roll, an ability check, or a saving throw, before you see the result, you can use your reaction to roll an additional d20 and choose which of the d20s to use.

You can use the feature to your proficiency bonus, regaining all uses when you finish a long rest.

Full House

At 17th level, Fortune has granted you the ability to give yourself or one of your allies a second chance at life.

When you or a creature within 60 feet of you is reduced to 0 hit points, you can use your reaction to roll 1d100.

  • If the result of the roll is equal to or higher than 10, the target drops to 1 hit point instead.
  • If the result of the roll is equal to or higher than 50, it regains a number of hit points equal to your cleric level + your Wisdom modifier.
  • If the result of the roll is 80, it regains a number of hit points equal to half its hit point maximum.

You can use this feature once per long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
6/9/2022 4:06:53 PM
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6/9/2022 4:23:46 PM
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Providence Domain Image

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