Cleric: Fate Domain

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Cleric: Fate Domain

Divine Domain

At 1st level, the cleric gains the Divine Domain feature. The following domain option is available to a cleric, in addition to those offered in the Player's Handbook.

FATE DOMAIN

Despite having the power to see and control the fate of all beings, Kalah, the goddess of time and fate, focuses her energy on preserving the cyclical nature of life and doesn't usually interfere with the lives of mortals. The gods of this domain promote the ideals balance, karma, and honesty. Clerics of this domain are devoted to understanding time and the cycle of reincarnation. Some of them are even academics who take a theological perspective to their work. They are granted knowledge of events in the distant past and the far future, and may be tasked with ensuring pivotal moments in history occur and maintaining the balance of life.

Fate Domain Spells
Cleric Level Spells
1st Feather Fall, Gift of Alacrity
3rd Lesser Restoration, Fortune's Favor
5th Haste, Slow
7th Divination, Dimension Door
9th Temporal Shunt, Legend Lore

Eyes of the Grave

At 1st level, you gain the ability to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of life. As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn't protected from divination magic. This sense doesn't tell you anything about a creature's capabilities or identity. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.

Foresight

At 1st level, you gain a small degree of foreknowledge that can improve your time in combat. You can add or subtract your Wisdom modifier from your initiative roll.

Channel Divinity: Acceleration

Starting at 2nd level, you can use your Channel Divinity to briefly speed up time for yourself. You can use your Channel Divinity to take the Attack, Dash, or Use an Object actions as a bonus action.

Additionally, when you cast a spell with a casting time of 1 action, you can use your Channel Divinity to change its casting time to 1 bonus action for this casting.


Supernatural Reflexes

Starting at 6th level, your ability to alter the flow of time around you becomes almost instinctual. You gain proficiency in Dexterity saving throws, and you can no longer be surprised while you are conscious.

Potent Spellcasting

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

Master of Time

Starting at 15th level, you gain greater control of time through spells. Reality Break, Foresight, and Time Stop are added to your cleric spell list.

Mend your Fate

Starting at 17th level, you can peer through possible futures and magically pull the best or worst possibility into events around you, ensuring a particular outcome. When you or a creature you can see within 60 feet of you makes a roll of any kind, you can use your reaction to choose whether to make each of those dice roll a 1, or the highest number on those dice. You may use this feature once per short or long rest.

 

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