Cleric
Base Class: Cleric

There are many ways that people have tried to change fate - through the use of reading the red strings of fate and attempting to change what is wrong, forcing someone else's fate to take a wrong turn, or simply trying to create the best possible outcome of a certain situation. Gods of fate are meant to be impartial to one and all while maintaining the general balance of the multiverse. While it is true that some gods turn a blind eye to most things that happen, there are some that show more partiality to one line of reasoning than another.

The gods of this domain are often associated with fate or destiny, and tend to gravitate toward most lawful alignments. Deities of this domain include Tymora, Beshaba, and Savras in the Forgotten Realms, Ollandra in the world of Eberron, Klothys and to a lesser extent Kruphix in the world of Theros, The Raven Queen and to a lesser extent The Luxon from the world of Exandria, or the concept of Fate itself.

Oracle Spells

You gain domain spells at the cleric levels listed in the Oracle Domain Spells table. See the Divine Domain class feature for how domain spells work. 

Cleric Level

Spells

1st

Comprehend Languages, Gift of Alacrity 

3rd

Locate Object, See Invisibility

5th

Clairvoyance, Tongues

7th

Locate Creature, Divination

9th  Legend Lore, Scrying

 

Fate Bringer

At 1st level, you learn the Guidance cantrip if you don't know it already, and it does not count against the number of cantrips you know. When you reach 10th level, this spell has a range of 30 ft.

You also gain proficiency with martial weapons, and the Perception skill.

Channel Divinity: Guiding Red String

At 2nd level, you can use your Channel Divinity to cause fate to interweave into someone's actions.

When you see a creature within 30 ft. of you make an ability check or saving throw, you may grip your holy symbol and give that creature advantage or disadvantage on the roll. 

Channel Divinity: Fate's Tide

At 6th level, you are able to leverage fate against incoming attacks.

Whenever you or a creature you can see within 30 ft. of you would be hit by an attack roll, you may use your reaction to expend a use of your Channel Divinity and cause the triggering attack to be made with a -10 to the roll. If the attack still hits, you gain resistance to that instance of damage.

Strike of Fate

At 8th level, you embrace your connection to your deity to bring an enemy's fate closer.

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.

Embodiment of The Red String

At 17th level, your connection to your deity has resulted in fate being bent around you.

Once per long rest, whenever a creature within 60 ft. casts a spell that requires a saving throw, you may choose to have the spell instead fail. If a creature makes an attack roll or casts a spell that requires a damage roll, the attack roll for the attack or spell is made with disadvantage - if the attack still hits, the attack deals the minimum amount of damage possible.

Previous Versions

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8/28/2021 1:49:49 AM
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