Cleric Fate Domain

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Cleric

Fate Domain

Gods and mortals alike have struggled with the concept of free will. A fate cleric believes free will is meaningless: the fate of a creature is determined by the roll of a die. Fate clerics are usually neutral, but some excuse their evil actions by claiming they had no responsibility for them. In the Forgotten Realms, clerics of the fate domain worship Beshaba, Kelemvor, Savras, or Tymora.

Fate Domain Spells

  • 1st level: alarm, command
  • 2nd level: augury, hold person
  • 3rd level: bestow curse, clairvoyance
  • 4th level: divination, dominate beast
  • 5th level: commune, geas

Channel Divinity: Wrest Control

Starting at 2nd level, you can use your channel divinity to determine an enemy's future.

As an action, you target a creature that can see and hear you within 30 feet of you that you can see. The target must succeed on a Charisma saving throw against your spell save DC or relinquish its next action to you. You choose the action that creature takes on its next turn from the following list:

  • Dash
  • Disengage
  • Dodge
  • Hide

Alternatively, you can let the creature choose its action but reduce its movement speed to 0 until the end of its next turn.

Shared Fate

Starting at 6th level, once per turn when a creature fails a saving throw against a spell you have cast of 1st level or higher, or against an effect from your Channel Divinity, you can choose one creature 5 feet from your original target. The new target has disadvantage on attack rolls against you until the end of your next turn.

Divine Certainty

Starting at 8th level, when a creature fails the saving throw of a spell you have cast of 1st level or higher, you can impose disadvantage on the next saving throw they make before the end of your next turn. Once you have used this feature, you must complete a short or long rest before you can use it again.

Aura of Inevitability

Beginning at 17th level, creatures within 60 feet of you can't benefit from effects that would grant them advantage on a saving throw.

Additionally, if a creature within range uses an ability that allows it to choose to succeed on a saving throw, it instead gains advantage on that saving throw.



















































Image source: Mirian Moon Daughter by Rivan 145th

 

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