Divine Domain: Fate

by OdinTGE

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Fate Domain

Deities of fate--such as the Moirai, the Norns, Laima, and Tyche--govern the destiny of mortals, and maybe even the other gods. Some simply stand guard over fate, defending it from those who might try to bend time and destiny to their will. Others might take an active hand in determining the course of the lives they watch over, weaving the events of mortal lives like a tapestry.

In some pantheons the deities of fate may bend the knee to a higher god, but in others Fate may reign supreme; able to write the destinies of even the mightiest of the other immortals. Whatever the case may be, the old saying is true: nobody should temp fate, especially when fate might have a temper.

Fate deities send their clerics to maintain balance. To keep the world's events moving along as fate wills it. They are to be ever watchful for those who might seek to unwind the tapestry of fate. Or worse, attempt to weave in their own threads.

Fate Domain Spells
Cleric Level Spells
1st Bless, Cause Fear
3rd Augury, Find Traps
5th Clairvoyance, Remove Curse
7th Divination, Locate Creature
9th Commune, Scrying

Celestial Foresight

Starting when you choose this domain at 1st level, you can warn your allies of impending danger. When a creature you can see within 30 feet of you is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, you can use your reaction to grant it advantage on the save. You can affect a number of creatures within 30 feet of you up to your Wisdom modifier.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Channel Divinity: Tip the Scales

Starting at 2nd level, you are given brief glimpses of the future when your allies are facing imminent disaster; allowing you to use Channel Divinity to tip the balance in their favor. When a friendly creature you can see is reduced to 0 hit points as a direct result of being hit by an attack or failing a saving throw, you can use your reaction to rewrite destiny and force the triggering event to be done again. If it was an attack roll, it is remade with disadvantage. If it was a saving throw, it is remade with advantage.

Benefit of Hindsight

Beginning at 6th level, you can watch the outcome of an interaction in your mind before you speak. When you make a Charisma check you can use a bonus action to grant yourself advantage on the check.

Foreboding

Also at 6th level, you have encountered enough danger that you can now often see it coming in the tapestry. You can give yourself a bonus to your initiative rolls and Dexterity saving throws equal to your Wisdom modifier.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Mend the Weave

Starting at 17th level, you are able to make corrections when you hit a rough spot in the tapestry of fate. When you use your action to cast a spell of 1st level or higher that targets one or more hostile creatures and fail to affect any of the targets, you can use a bonus action on that turn to cast a cleric cantrip that has a casting time of 1 action.

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