Fate Domain
Version 2: Destiny's Child
Some would tell you that fate is a superstition, a misguided need to add significance to unremarkable events. Others would tell you that there is certainty in this world, determined by the cosmic influences guided by divine emissaries. Such occurrences can be as simple as winning a card game to the toppling of a long-standing empire.
Those who follow the hands of fate are regarded as Fate Clerics. Many clerics tend to use their divine providence to nudge the course of reality towards their favour. As such, notable Gods that heed this cause are Beshaba, Hathor, Savras, or even Myrkul.
Fate Domain Spells
| Cleric Level | Spells |
|---|---|
| 1st | Bless, Bane |
| 3rd | Augury, Find Traps |
| 5th | Bestow Curse, Remove Curse |
| 7th | Divination, Locate Creature |
| 9th | Dream, Scrying |
Hindsight's Omen
When you choose this domain at 1st level, you gain the Guidance and True Strike cantrips if you don’t already know them. You can cast these spells on a bonus action instead of an action on your turn. These spells do not count against the number of cleric cantrips you know
Karmic Influence
Also at first level, whenever you or an ally within 30 feet of you receives a critical hit, the creature that made the hit is marked with a sense of Karma until the end of your next turn.
The next time you or an ally makes an attack roll against the marked creature, the roll is made with advantage.
Channel Divinity: Mantle of Providence
Starting at 2nd level, you can use your Channel Divinity as an action to invoke a random effect in a 30 foot radius near you. Roll a d4 on the Destiny's Charms table below to determine the effect.
Destiny's Charms
| d4 | Effect |
|---|---|
| 1 | Fortunate Strikes. Allies have advantage on the first attack roll they each make before the start of your next turn. |
| 2 | Blundering Strikes. Hostile creatures have disadvantage on the first attack roll they each make before the start of your next turn. |
| 3 | Majestic Prosperity. Allies have advantage on the first ability check or saving throw they each make before the start of your next turn. |
| 4 | Distorted Fortuity. Hostile creatures have disadvantage on the first ability check or saving throw they each make before the start of your next turn. |
Twist of Fate
Beginning at 6th level, you can warn your allies of impending danger. Whenever a creature within 30 feet of you is subjected to make a saving throw, you can use your reaction to grant them advantage on the save.
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.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Maestro of Destiny
Starting at 17th level, when you use Mantle of Providence, you now roll twice against its effect table and both effects take place. If you roll the same effect twice, reroll until one result is different than the other and use the new effect.
Artist Source
吉田ヨシツギ
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https://www.pixiv.net/en/users/251864
__ 風花を統べる魔女(メイキング)https://www.pixiv.net/en/artworks/25982727