Base Class: Cleric
The Moirai, Lyrea, The Fateweaver, etc, all have been honored across planes and domains. Whether they are ascribed to preserving, knowing, or changing fate, servants of this powerful domain have a grasp on fate itself.
Symbols of Fate
When you choose this domain at 1st level, you gain proficiency with your choice of either gaming sets (dice or cards) or weavers tools. These can double as your holy symbol.
Symbols of Fate
You gain proficiency in using a gaming set or weaver's tools, which can double as your holy symbol.
Alerted by Destiny
You are aware that you will be entering combat soon. You can add your half your WIS modifier (rounded up) to your initiative.
Channel Divinity: Guided by Fate
Starting at 2nd level, you can use your Channel Divinity to subtly alter the fate of a nearby creature. As a reaction when a creature within 30 feet of you makes an attack roll, ability check, or saving throw, you can use your Channel Divinity to either add or subtract 5 from the roll. You make this choice after you see the roll, but before its outcome is determined.
Hands of Fortune
Beginning at 6th level, you can use your reaction to impose disadvantage or grant advantage on an attack roll, ability check, or saving throw. If the target already has advantage, you can have them roll 3 dice and take the highest of the 3. If they have disadvantage, you have them roll 3 dice and take the lowest of the 3. This is a silent action that requires no somatic components as long as you are touching your holy symbol. You can use this a number of times a day equal to your proficiency modifier.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Fated to Succeed
Starting at 17th level, when you see a creature make a saving throw against any spell, attack, or effect, you can use your reaction to make them fail or succeed. This overrides any legendary resistances. This ability can be used 2 times per long rest.
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