Base Class: Cleric
Destined Clerics of use divine magic to nudge events, embodying the power of chance and its manipulation, and range from whimsical meddlers to wise prophets. Masters of destiny, they pluck the threads of fate like a puppeteer, bringing fortune or misfortune alike to those they choose. Those divine entities who can empower this domain seem to include those that wish to share good fortune and see prophesies fulfilled, those that want to spread adversity and subvert destiny, and those that will roll the dice just to see what happens.
The Destined are their tools in it all.
Domain Spells
1st-level Destined Domain feature
You gain domain spells at the cleric levels listed in the Destined Domain Spells table. See the Divine Domain class feature for how domain spells work.
Destined Domain Spells
| Cleric Level | Spells |
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1st |
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3rd |
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5th |
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7th |
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9th |
Bonus Proficiencies
1st-level Destined Domain feature
You gain proficiency with martial weapons and heavy armor, as well as the Insight and Perception skills.
Foreseen Threats
1st Level Destined Domain feature
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 1).
Channel Divinity: Glorious Guidance
2nd Level Destined Domain feature
You can use your Channel Divinity to make your very presence a soothing balm. As an action, you can move up to your speed, without provoking opportunity attacks, and when you move within 5 feet of any other creature during this action, you can restore a number of hit points to that creature equal to 2d6 + your Wisdom modifier (minimum of 1 hit point). A creature can receive this healing only once whenever you take this action.
Channel Divinity: By Happenstance
2nd-level Destined Domain feature
Starting at 2nd level, you can use your Channel Divinity to tap into a divine well of knowledge. As an action, you choose one skill or tool. For 10 minutes, you have proficiency with the chosen skill or tool.
The Wheel of Fortune
6th-level Destined Domain feature
Whenever you finish a long rest, you can consult your surroundings for omens. When you do so, roll a die. Until you finish your next long rest, you gain access to a special reaction based on whether you rolled an even or an odd number on the die.
- Weal (even). Whenever a creature you can see within 30 feet of you is about to make an attack roll, a saving throw, or an ability check, you can use your reaction to roll a d6 and add the number rolled to the total.
- Woe (odd). Whenever a creature you can see within 30 feet of you is about to make an attack roll, a saving throw, or an ability check, you can use your reaction to roll a d6 and subtract the number rolled from the total.
You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Important Note: Unlike the omens of the Circle of Stars, the omens of any given day can be dictated by your Dungeon Master. If your Dungeon Master declares a day's omens to be Weal or Woe, the die rolled becomes a d8.
Wyrd Strike
8th-level Destined Domain feature
You gain the ability to infuse your weapon strikes with divine energy. 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 radiant damage. When you reach 14th level, the extra damage increases to 2d8.
Castigate
17th-level Destined Domain feature
At 17th level, you radiate divine energy as fate itself speaks through you, overwhelming the mind of one creature with a supernal paean and leaving it dumbfounded.
As an action, choose one creature that can see and hear you within 30 feet. That creature must succeed a Wisdom saving throw or be stunned. This effect lasts for 1 minute.
Once you use this feature, you can’t use it again until you finish a long rest.
Previous Versions
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5/9/2024 4:09:47 PM
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