Base Class: Cleric
Clerics of the Severed Fate do not passively observe the future—they defy it. Once chosen to interpret the Loom of Fate, these clerics have cut themselves free from divine design, stealing glimpses of possible futures and altering what should be immutable. Each time they call upon their foresight, they risk fracturing their mind or drawing the attention of Mavroskynon, the soul-hunting Hound of the Afterlife.
These clerics do not speak of destiny with reverence. They wield it like a weapon—and sever it without hesitation.
Mindful Senses
When you choose this domain at 1st level, you gain the message cantrip if you don’t already know it.
Additionally, you gain proficiency in the Perception skill.
Flashes of Foresight
Starting at 1st level, you may cast a divination spell as a reaction. When you cast as a reaction in this way the spell gains the following benefits:
- The spell’s casting time becomes 1 reaction.
- The duration of the spell is reduced to 1 round.
You may use this feature once per long rest. You may use this feature additional times per long rest, but if you do you must immediately roll on the Threadfall Table (1d8) and apply the result.
Threadfall table
Starting at 1st level, you may use some abilities additional times per long rest, such as Flashes of Foresight or Tangle the Loom (6th level), when you do use these abilities in this manner you must immediately roll on the Threadfall table and apply the result. You may roll a wisdom saving throw to ignore the effects, the DC for the save is equal to 13 + 2 for every previous wisdom save against the Threadfall table.
Threadfall Table (1d8)
| d8 | Effect |
|---|---|
| 1 | The Hound Draws Near: Take 1d6 psychic damage and have disadvantage on Wisdom saves until the end of your next turn. The DM may introduce an omen. |
| 2 | Foresight Shatter: You are Blinded until the start of your next turn. |
| 3 | Static Loop: You lose your reaction until the end of your next turn. |
| 4 | Split Echo: Disadvantage on your next d20 roll. |
| 5 | Overload: you immediately expend one spell slot of the lowest level you have available. Take 1d10 psychic damage if you cannot expell a spell slot in this way. |
| 6 | Threadburn: Your movement becomes 0 until the end of your next turn. |
| 7 | Flickering Presence: Attackers have advantage against you until the start of your next turn. |
| 8 | Stable Thread: No backlash. |
Channel Divinity: Thread Trance
Starting at 2nd level, you can use your Channel Divinity to enter a prophetic trance.
As an action, choose a number of creatures you can see within 60 feet equal to your Wisdom modifier (min. 1). Roll a d20 for each. Until the trance ends (1 minute), you may use your reaction to replace a roll (attack, save, or check) made by one of the chosen creatures with their one of your prophecy dice. Once you have replaced a creature’s roll their thread is removed and you cannot target them with this ability for the remainder of its duration.
All unused dice vanish at the end of the trance.
Tangle the Loom
starting at 6th level you gain the ability to muddy the loom, granting allies temporary benefits. As a bonus action, choose a creature within 30 feet. They immediately gain one of the following benefits of your choice:
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The creature may Teleport up to 10 feet to a space they can see without provoking opportunity attacks.
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Until the start of your next turn, the creature gains resistance to all damage from one attack or spell.
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The creature gains advantage on their next saving throw.
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The creature may immediately take the Dodge action or move up to half their movement without provoking attacks of opportunity.
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The creature gains temporary hit points equal to your Wisdom modifier + half your Cleric level.
You may use this feature once per long rest. You may use this feature additional times per long rest, but if you do you must immediately roll on the Threadfall Table (1d8) and apply the result.
Divine Strike
At 8th level, the cleric gains the ability to infuse his or her weapon strikes with necrotic energy. Once on each of the cleric’s turns when he or she hits a creature with a weapon attack, the cleric can cause the attack to deal an extra 1d8 necrotic damage to the target. When the cleric reaches 14th level, the extra damage increases to 2d8.
Final Severance
Once per long rest, you may use your action to enter a state of temporal fracture for 1 minute. While in this state:
- You may use Flashes of Foresight as many times as you like.
- While this ability is active, create an aura that extends in a 30ft sphere centered on you. All creatures that start their turn within the aura must make a wisdom saving throw or be affected by one the following effects:
Delay (Opponents)
The creature has its movement halved and they cannot take reactions. Boost: In addition, they suffer a -2 penalty to AC.
Disrupt (Opponents)
The creature suffers disadvantage on their first attack roll, and their next saving throw. Boost: the next attack they miss provokes an attack of opportunity
Distort (Allies)
Allies gains temporary hit points equal to twice your Cleric level, and may immediately end one condition affecting them. Boost: an ally may reroll one failed saving throw or missed attack
Additionally, when you use Flashes of Foresight while this ability is active, you may use enhance one of the above effects immediately on a single target within the area.