Base Class: Cleric
Some would tell you that fate was a superstition, a misguided need to add significance to unremarkable events. Others would tell you fate and luck were defining forces in the world, attributed to anything from winning a game of cards, to the rise and fall of empires—that the sway of fate upon a pivotal moment could change the world forever.
Clerics of fate use divine magic to nudge events to their liking, 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 to themselves and their allies, or misfortune to their foes. The gods of luck and fate include those that wish to share good fortune and see benign prophesies fulfilled, those that want to spread adversity and subvert destiny, and those that will roll the dice just to see what happens.
Fate Domain Features
Cleric Level | Feature |
---|---|
1st | Domain Spells, Bonus Cantrips, Karmic Influence |
2nd | Channel Divinity: Twist of Fate |
6th | Hand of Destiny |
8th | Potent Spellcasting |
17th | Master of Destiny |
Domain Spells
You gain domain spells at the cleric levels listed in the Fate Domain Spells table. See the Divine Domain class feature for how domain spells work.
Fate Domain Spells
Cleric Level | Spells |
---|---|
1st | bless, bane |
3rd | augury, enhance ability |
5th | bestow curse, remove curse |
7th | death ward, divination |
9th | dream, reincarnate |
Bonus Cantrips
When you choose this domain at 1st level, you gain the guidance and true strike cantrips if you don’t already know them.
Karmic Influence
Also at 1st level, when yourself or an ally within 30 feet receives a critical hit, the creature which made the attack is marked until the end of your next turn. The next time you or an ally make an attack against the marked creature, the attack has advantage.
Channel Divinity: Twist of Fate
Starting at 2nd level, you can use your Channel Divinity to nudge events toward preferable outcomes, whether that means the success of an ally or the failure of a foe.
As a reaction, whenever a creature within 60 feet makes an ability check, or saving throw, you may choose to give that creature advantage or disadvantage (your choice) on the roll.
Hand of Destiny
Starting at 6th level, you can use your action to invoke the power of chance and unleash a random effect in a 30-foot radius centered on you. Roll a d6 against the table below to determine the effect.
d6 | Effect |
---|---|
1 | Fortunate Strikes. Allies have advantage on the first attack roll they each make before the start of your next turn. |
2 | Blundering Strikes. Hostile creatures have disadvantage on the first attack roll they each make before the start of your next turn. |
3 | Right Place, Right Time. Allies have advantage on the first saving throw they each make before the start of your next turn. |
4 | Wrong Place, Wrong Time. Hostile creatures have disadvantage on the first saving throw they each make before the start of your next turn. |
5 | Disastrous Ricochets. When a hostile creature misses an attack, they must reroll the attack against a random creature that's also hostile to you. If it was a melee attack, the new target must be within 5 feet of the original attack's target. If it was a ranged attack, the new target must be within half the range the attack traveled. |
6 | Spectacular Ricochets. When an ally misses an attack, they may reroll the attack against another target. If it was a melee attack, the new target must be within 5 feet of the original attack's target. If it was a ranged attack, the new target must be within half the range the attack traveled. |
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Master of Destiny
Starting at 17th level, when you use Hand of Destiny, you now roll twice against its effect table and both effects take place. If you roll the same effect twice, reroll until one result is different than the other and use the new effect.
Additionally, when you roll initiative and have no uses of Hand of Destiny remaining, you regain one use.
Going to add this to my set for my homebrew world/campaign. I'm a little concerned that Karmic Influence doesn't require sight or a reaction.
Additionally, I feel like Hand of Destiny at 6th level is Overpowered for hitting all allies/enemies within 30-ft radius, rather than a single target within 30ft (or 60ft).
Potent Spellcasting is an ability that many classes/subclasses get a lvl 1 or 3. So this feels like it is in the wrong spot.
Master of Destiny feels very week for a lvl 17 ability. It simply doesn't wow like most LvL 17 cleric abilities.
I plan to run it as is for now.
The following are adjustments that I would consider, but will need to fully test out first.
* Move Potent Spellcasting to Lvl 1. * Karmic Influence to Lvl 6 (add sight requirement & Reaction). * Hand of Destiny to LvL 8 (no changes). * Master of Destiny as is, but also increases the range of Hand of Destiny to 60 ft.
I'm having this problem as well!!!!
The skill snippets don't match the full description on the page/expanded information.
Hi VillainTheory, I’ve been using this subclass for the past year and a half and I have to say it’s bloody fantastic!! I cannot thank you enough for creating this. It’s such a treasured subclass amongst my group, and I’m certain it will appear again in future games. Although I forget it at times, Karmic Influence has got to be one of the best parts of this subclass. It makes things different and interesting and gives everyone at the table a sense of retribution. Thank you again!
Hi, love the subclass!
Just a quick heads-up that Karmic Influence and Twist of Fate both present errors when viewed in the tool.
"...You can use this feature modifier|wis|min:1 - Unknown chunk type: modifier|wis|min times per long rest...
...must make a CON saving throw (}) or take 2d10 + classlevel|cleric - Unknown chunk type: classlevel|cleric radiant damage..."
hmm, reading it I feel like the level 17 power is alright and not really fitting for the level mostly in regard to the "when you roll initiative and have no uses of Hand of Destiny remaining, you regain one use." personally whenever I see this I think it is so worthless. it really should say "when you roll initiative regain one use in Hand of Destiny if at full you regain none"
Hi CopperDragon1421, thank you for the feedback! I'm glad you like it, and will correct the phrasing.
Awesome! I've been looking for something like this for one of my PC's. I was going to just use knowledge domain, but that didn't fit quite right. This is a really cool domain, thank you!
I did notice that you refer to Hand of Destiny as Hand of Fate in the section on Master of Destiny. Just wanted to point that out to you, I'm sure the names changed quite a bit as you developed this.
Hey there, thank you so much! Glad you enjoy it!
In terms of making unique homebrew, my first bit of advice is to find one core concept that grabs you, and build up and around it. It can be completely generic, but as you layer in features and flavor, even something simple can become really exciting. (Or it can already be particularly unique, and then given depth.)
If you need help coming up with ideas, look to real life or other forms of fantasy media and reshape it. Cleric domains are a good one, given the amount of real life mythology you can draw from - look to the roman, greek, norse, or simply just D&D gods, and see if any of those gods' themes are not represented by a domain.
Balance is a difficult one, and no one, not even the creators of D&D, are ever going to get it exactly right. I recommend googling a few guides and browsing few them for a rough idea of where to begin. However, to take a popular term from writing, you often have to 'kill your darlings'. It doesn't matter how awesome the class feature is if it's not balanced - sometimes, you just have to remove something that doesn't work. Sometimes you can toy with the rest of the class, and see if you can't slot the troublesome feature back in at a higher level. Sometimes you just have to let it go.
An example would be the prophecy homebrew spell that I've linked in my first comment - it started out as the level 17 feature of this subclass, but ultimately I decided it wasn't fun to have a single-use long-term effect that you may only use once in an in-game week/month/year as a feature. I really wanted the class to have some way to really shape the long-term fate of a creature, but it just wasn't possible to make it work. However, it does make a neat spell that this subclass can still benefit from, and overall the subclass is better off with its new feature.
I love it! Love most of your stuff, keep it up! :) Any tips for coming up with unique homebrew and balancing it?
Introducing the Fate Domain - also known as the RNG domain, or advantage/disadvantage domain.
I had a lot of fun making this one, and homebrewed a 9th-level spell to accompany it - Prophecy. (The spell, however, can be used as any type of cleric (or wizard), and is in no way mandatory.)