Base Class: Cleric
Clerics of the Fate Domain are not only servants to their deities, but also servants to the forces of fate. Their duty is to comply and submit to the will of the universe, but also to repave the paths of those who seek to undermine the freedom of liberty.
Fate Domain Spells
Cleric Level:
1st: Bless, Bane
3rd: Augury, Enhance Ability
5th: Bestow Curse, Counterspell
7th: Divination, Death Ward
9th: Skill Empowerment, Dominate Person
Ephemeral Abilities
As a follower of the ever-changing chaos of the universe, your physical and mental abilities are touched daily by the will of reality.
Starting at 1st level, when you finish a long rest, you must roll 4d6. Select the highest 3 dice and add them together. You must replace one of your ability scores with the new total. This change is temporary and lasts until your next long rest. This change counts as your 'base ability score', with items that increase or decrease the ability score still effecting this new result.
Thread Manipulation
Your deity has granted you the capability of subtly influencing the paths of those around you, for better or for worse.
Also starting at 1st level, when one creature makes a saving throw, attack roll, or ability check within 30 feet of you, you may use your reaction to add or subtract 1d4 from the total. You may use this feature a number of times equal to your Wisdom Modifier. You regain all expended uses when you finish a long rest.
Channel Divinity: Respin Reality
Starting at 2nd level, you can use your Channel Divinity to rethread the weave of fate into a more desirable outcome.
As a reaction when a number allies or foes are forced to make a saving throw, after they have rolled their dice, you may choose to respin reality. Choose a number of allies or foes within 60 feet equal to your Wisdom Modifier or less. They must reroll their saving throw.
Forced Hand
Beginning at 6th level, as an action on your turn, choose one enemy on this plane of existence. You must pray to your deity and request for their aid in vanquishing a foe, unravelling their story in an unlucky manner.
Make a wisdom check. The DC is equal to 20 minus your proficiency bonus. On a success, the enemy automatically fails their next saving throw. On a failure, nothing happens. You may use this feature once per long rest.
Fortunate Abilites
Your time spent understanding the intent of the underlying power behind multiverse has allowed you to align yourself more easily with the positive forces of fate.
Starting at 8th level, when using your Ephemeral Abilities feature, you may roll 2d6 and 2d8, and select the highest 3 dice. Done this way, only your base Wisdom Modifier may exceed 20, whilst the maximum for other ability scores is 20.
Master of Many Fates
As a prodigy of Fate, you understand the nuanced and elaborate responsibility of controlling the the thin veil between success and tragedy; life and death; creation and destruction. As such, your deity has awarded you with the most powerful spell known to mortals, and the duty of using it to enact the will of the tides of fate.
At 17th level, the spell Wish is added to your list of Cleric spells.
Furthermore, enemies have disadvantage on saving throws against your Bane, Bestow Curse, and Dominate Person spells.
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