Cleric
Base Class: Cleric

The Fate Domain is concerned with the occurrences of what has, is, and will happen. Gods of this domain ensure that the procession of all events throughout the planes happen within acceptable limits deemed by them.

Clerics of the Fate Domain are staunch believers of determinism. The most devout clerics subscribe completely to the concept of fatalism; accepting anything and everything that is happening as being determined beforehand by the deities they serve. As such, many clerics of this domain are extremely fanatical.

Fate Domain Spells

You gain the following domain spells as you increase in level. Check the cleric class features for more information on how domain spells work.

Cleric Level Spell
1st guiding bolt, magic missile
3rd enhance ability, locate object
5th clairvoyance, nondetection
7th divination, locate creature
9th legend lore, scrying

Hand of Fate

You learn the guidance cantrip if you don't already know it. When you cast this cantrip, you can do so as a bonus action.

Omens and Portents

At 1st level, you can perceive signs of the future in everyday objects and events, such as flights of birds or ripples made in water by a thrown stone. You can cast the Augury spell without expending a spell slot and, when you cast the spell in this way, the spell has no verbal, somatic, or material components. Once you cast the spell in this way, you cannot do so again until you finish a long rest.

In addition, until you finish a long rest, when you cast a divination spell that includes a chance the DM gives you no answer or a random reading—such as Augury, Commune, or Divination—reduce that chance by 25 percent.

Channel Divinity: Foregone Conclusion

You can use your Channel Divinity to turn the tide of fates in your favor. When you make an ability check, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM states whether you succeed or fail.

Foretelling Future

You are able to glimpse into a person’s near future. You and a willing creature perform a 1 hour long ritual where you can ask your god, or its servants, a single question regarding the creature that is to occur within the day. Your god offers a truthful reply, which can be in the form of a short phrase, a riddle, or an omen.

Once you use this feature, you can’t do so again until the end of a long rest.

Potent Spellcasting

You add your Wisdom modifier to the damage you deal with any cleric cantrip.

Visions of the Future

At 17th level, your knowledge of the future allows you to guide an individual to achieve their greatest possible success. You can cast the Foresight spell once without expending a spell slot; when you cast the spell in this way, the spell’s duration is 1 minute for that casting. Once you cast the spell in this way, you can’t do so again until you finish a long rest.

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