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# Cleric Domain: Fate Fate is an ever constant, ever changing, predictable yet unpredictable force. As quick as it can bring a life, it can so easily take one as well. The gods and goddess that govern this mystical and enigmatic power remain docile and neutral to its actions. But in times of dire circumstance. Even the powers beholding Fate must act. To do so, they send envoys. Either plucked from their own paths and placed in where they are needed, or brought back to serve a new purpose. Deities of Fate include Apollo, Freja, Chronos, Kali, Urd, Hecate, Isis, and others that signify death, time, luck, and even magic. Clerics of this domain can vary in alignment just as fate can. There are those who lead mortals along righteous paths of salvation and heroism, but there are also those with more sinister agendas, attempting to bring ruin and destruction to the world. Whatever the case may be. Whatever side these acolytes of the weave of fate choose to be on. It is undoubtable their influence on the battlefield. Able to change outcomes to their favor, they are a formidable force to face in battle. The fates of others rests in their hands. ### Fate Domain Spells | Cleric Level | Spells | | ----------|:----------| | 1st | Bane, Bless | | 3rd | Augury, Fortune's Favor | | 5th | Clairvoyance, Nondetection | | 7th | Death Ward, Divination | | 9th | Commune, Temporal Shunt | ### Bonus Proficiencies When you choose this domain at 1st level, you gain proficiencies with martial weapons. The clerics of Fate are often skilled in battle, either to turn the tide and carry Fate's plans to fruition or to buy time for the workings of Fate to occur. ### Prophetic Intuition Additionally at 1st level the gift of foresight granted to you can briefly glimpse into a creature's immediate future, gaining insight in its defense. As a bonus action you can grant yourself advantage on the next weapon (melee or ranged) attack roll you make. The number of times you can use this feature is equal to your Wisdom modifier (minimum of 1). Once used the amount resets after a long rest. ### Divine Precognition Your awareness of destiny and fate has given you a precognitive sense of danger. At 1st level you are able to add your Wisdom modifier to your initiative bonus. \columnbreak ### Channel Divinty: Fate Rewoven Starting at 2nd level, you can use your bonus action to grant yourself or an ally a strand of possibility. Allowing them to change an outcome to better their chances at success. Sometime within the next 10 minutes. The person can choose to use the strand of possibility to re-roll an attack roll, ability check and or saving throw. The person can do this after they roll but before the results of the roll are given. ### Fateful Equilibrium Starting at 6th level, your control over fate allows you to equalize the chaotic moments of unpredictability, granting you these benefits; * Once per short rest when you roll a 9 or lower on an attack roll, ability check or saving throw, you can treat the dice rolled as a 10. * Whenever a creature within 60 feet of you rolls a d20 with advantage or disadvantage, you can use your reaction to expend one use of your Prophetic Intuition feature to prevent the roll from being affected with advantage or disadvantage. ### Divine Strike At 8th level, you gain the ability to sever the threads of fate with your weapon attacks, causing psychic shockwaves to those struck by you. 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 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8. ### Aegis of Fortune At 17th level, you can call upon the gods of fate in crucial moments to ensure destiny is preserved. As an action, you grant yourself or a creature you touch these benefits for 1 minute, or until you dismiss it as another action: * The creature gains temporary hit points equal to your cleric level + your Wisdom modifier (minimum of 1) * Attack rolls against the creature can't benefit from advantage * Once per round whenever the creature makes an attack roll, ability check or saving throw, the creature can treat the d20 roll of 9 or lower as a 10. Once this ability is used, it cannot be used until the beginning of your next turn. Once you use this feature, you can't use it again until you take a long rest.