Base Class: Cleric
Clerics of the Fate Domain understand the interwoven nature of life and the significance of destiny. They serve as guides, helping individuals and communities understand their roles in the grand tapestry of existence. These clerics are often sought out for their wisdom, their ability to read the threads of fate, and their skills in healing and uniting people.
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency in Insight and Persuasion.
Web of Destiny
Starting at 1st level, you can weave a bond of fate between yourself and another. As an action, you can touch a willing creature. For 1 hour, both you and the target can add a d4 to one ability check, attack roll, or saving throw of your choice. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses after a long rest.
Sense the Denied
Also at 1st level, your attunement to the threads of fate allows you to sense those whose destinies have been denied. As an action, you can focus your senses to detect the presence of those trapped between life and death—spirits, undead, and those unable to move on. Until the end of your next turn, you sense the location of any such creatures within 60 feet of you that are not behind total cover. You understand their general emotional state (such as anguish, confusion, or peace) and know if they are bound to a specific place or object.
Channel Divinity: Threads of Connection
Starting at 2nd level, you can use your Channel Divinity to connect the fates of your allies. As an action, choose up to three creatures within 30 feet of you. For 10 minutes, these creatures share a bond that allows them to sense each other's emotions and intentions. If one of them takes damage, another bonded creature can use their reaction to reduce the damage by 1d8 + your Wisdom modifier.
Weave of Life
At 6th level, your healing spells can subtly alter the fate of those you heal. When you use a spell of 1st level or higher to restore hit points to a creature, you can also give that creature advantage on its next attack roll, saving throw, or ability check within the next minute.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with the power of fate. 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 to the target. When you reach 14th level, the extra damage increases to 2d8.
Master of Threads
At 17th level, you gain the ability to manipulate the threads of fate on a grand scale. Once per long rest, you can cast Mass Heal or Foresight without expending a spell slot.
- Using Mass Heal reflects your ability to bring a community together in moments of crisis.
- Using Foresight allows you to guide the future actions of a key ally, ensuring they make the right choices.
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