Base Class: Cleric
The practice of seiðr is believed to be a form of magic relating to both the telling and shaping of the future. It has been used and tought to people by Freya and Odin. Seiðr practitioners are of both sexes, although females are more widely attested. Strength and courage are traditionally manly qualities that were highly valued in Old Norse societies. This is exemplified in the attitudes surrounding Seiðr and its place as a feminine craft. Sometimes, female practitioners of the craft would take on young male apprentices, and those who became mothers would teach the practice to their sons. Though not seen as a respectable thing, it wasn't rare for men to be involved in Seiðr magic.
Weaving your own fate
You don't have domain spells at 1st level like most of clerics, when you successfully save against a spell that is 5th level or lower, you can use a reaction to add that spell to your list of prepared spells the next time you finish a long rest if you can use that level spell slot. For the first two spells per spell level you use this ability with, they are added to your list of Domain spells, even if you cannot yet cast at that level. This spells become a cleric spells for you.
Runic language
Starting from level 1 you know ancient runic language, that Odin got from Ygdrassyl. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 18 Wisdom (Perception) check but can't decipher it. Even when using spells like Compreheld Languages you have to read it for at least 20 minutes and make DC 20 Intelligence (Investigation) check to understand it.
Weave of fate
Starting level 1 you can tie yourself with an object, even if you can't see it. You can cast "Locate Object" at will with this feature.
Also you can try to tie yourself to a person or monster within 30 feet of you as an action, your target have to pass Charisma saving throw with your spell DC. If you tie yourself, when you suffer damage from any sourse, you can use your reaction to deal damage equal to the half of the damage you have suffered to the creature you tied with. At the end of each of turns that it was damaged in this way, the target can make another Charisma saving throw. On a success, the bond ends on the target. Your bond is ended if any of tied creatures dies or falls unconscious.
You can use either feature 2 times until long rest.
Channel Divinity: Tear in the string
Starting at 2nd level, you can use your Channel Divinity to start tearing string of his fate.
As a reaction, when a creature within 40 feet of you is targeted by the spell, that requires a saving throw, you can choose to impose disadvantage on its saving throw.
Starting at 8th level creature also reduces the roll on his saving throw by your proficiency modifier.
Yank the tether
Starting at 6th level, you begin to see the fate strings of you allies.
As a reaction, you choose one allied creature you can see within 60 feet of you, you can give ally an advantage on a dexterity saving throw. After that you can yank his(or her) teather and move you ally 10 ft. in any direction, this move doesn't provoke opportunity attacks.
The spiritual warrior
At 8th level, you gain the ability to temporarily summon a warrior from Fólkvangr(if you chose Freya as you deity) or Valhalla(if you chose Odin as you deity). As an action you call to your deity in a hour of need, and she(or he) sends you a brave spirit of the warrior. The warrior is frendly to you and will obey your commands. The warrior will help you for 2 hours and then will return to the deity.
You can use this feature once until your long rest.
The grand plan
This option is hidden as a surprise in my campaign.
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