Divine Domain: Fate (5.5e)

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
3rd Augury, Find Traps
5th Clairvoyance, Remove Curse
7th Divination, Locate Creature
9th Commune, Scrying

3rd Level: Celestial Foresight

Your connection do a divinity of fate allows you to 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.

6th Level: Tip the Scales

You can use your Channel Divinity tip the scales of fate in your allies' 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 expend one use of your Channel Divinity to force the attack roll or saving throw to be done again.

6th Level: Benefit of Hindsight

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.

10th Level: Foreboding

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.

14th Level: Mend the Weave

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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