Cleric
Base Class: Cleric

The tides of fate are seldom governed by any singular entity. Gods and patrons who claim it as a domain are of those few who can weather fate's rivers, it's infinite reflections, it's resonant songs, and grant their supplicants the means to do the same.

Know this: those who grasp infinitude become one with it's nature; or are forever lost in it.
~the White witch

Bonus Proficiencies

At 1st level, you have come in contact with forces that have rewired your understanding of causality. Your Deity will guide you.

You can cast the Augury spell without expending a spell slot and, when you cast the spell in this way, the spell has no verbal, somatic, or material components. Once you cast the spell in this way, you cannot do so again until you finish a long rest.

In addition, when you cast a divination spell that includes a chance the DM gives you no answer or a random reading—such as Augury, Commune, or Divination—reduce that chance by 25 percent.

Fateweaver

Starting at 1st level, you learn to manipulate probability in your allies favor. 

You can tap into a font of temporal power and grant its potential energy to your allies. This font is represented by Chronal charges.

Chronal charges. You have a number of Chronal charges equal to half your level in this class (rounded up). As an action, you can grant a creature you can see any number of available charges. When the creature makes an attack roll, ability check, or saving throw, they can choose to expend these charges to gain a bonus to their roll equal to the charges they have expended. Your Chronal charges replenish on a long rest.

You do not need to grant these charges to yourself to utilize them.

Expanded Spell list

Expanded spell list
1st: 
Chaos Bolt, Unseen Servant

3rd: Hold Person, Warp Sense

5th: Blink, Hunger of Hadar

7th: Divination, Shadow of Moil

9th: Modify Memory, Geas

Channel Divinity: Amplify Potential

At 2nd level, your deity's magic unfurls across the timestream, its power rippling forward and backward like a stone thrown into still water.

When you successfully damage a creature with a spell, or cast a spell that restores hit points, you can use your channel divinity to treat the roll as its maximum possible value. If the target creature is hostile or unwilling, they must succeed on a Charisma saving throw against your spell save DC to avoid this effect.

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Temporal Recall

When a willing creature who currently holds at least 1 Chronal Charge is targeted by an attack roll, you may use your reaction to pull them back in time by 6 seconds.

  • The creature takes half damage from the triggering attack.
  • If the creature moved during their current turn, they are immediately teleported back to the space they occupied at the end of their previous turn.
  • This movement does not provoke opportunity attacks.

You can use this feature a number of times equal to your Wisdom modifier, and regain all expended charges after a long rest.

Divine Strike

At 8th level, 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 force damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Paracause

At 17th level, you have mastered causality by method of your deity's will and may now impart your temporal force of will to your allies unabated. 

Creatures in possession of your chronal charges:

  • Cannot be surprised
  • Cannot be aged or moved against their will by spells and magic
  • Regain HP equal to twice the amount of charges they hold at the end of their turn if they are conscious
  • Can spend chronal charges to add 3x the amount spent to damage rolls.

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