Base Class: Cleric
You are a cleric blessed by the Fates and gifted with the ability to manipulate luck and cause and effect.
Arcane Initiate
When you choose this domain, you gain proficiency in the Arcana skill, and you gain two cantrips of your choice from the wizard spell list. For you, these cantrips count as cleric cantrips.
Channel Divinity: Bend Luck
You have learned to twist fate using your divine magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and expend a use of your Channel Divinity to cause the creature to reroll and take the second result, potentially turning failure into success or success into failure.
Hand of Fate
Glimpses of the future begin to press in on your awareness. When you finish a long rest, roll three d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.
Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.
Guiding Fates
The will of Fate guides you and those around you. When you or a target you can see makes a saving throw, you may use your reaction to give the target advantage on the roll. You can do this a number of times per day equal to Wis Mod+Prof. Bonus.
Sealed Fate
As an Action a number of times per long rest equal to your Wis Mod+Prof. Bonus, you may seal the fate of a creature you can see within 120ft of you. When you do so, you may make the target creature incapable of rolling below a 5 or above a 15 (you pick which one) on the D20 for any roll they make using a D20 for the following minute. Rolls below a 5 for Fate Blessed creatures are treated as a 5 on the D20. Rolls above a 15 for a Fate Cursed creature are treated as a 15 on the D20.
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Posted Feb 20, 2025I like the Hand of Fate ability