You gain domain spells at the cleric levels listed in the Thread Domain Spells table. See the Divine Domain class feature in the Player's Handbook for how domain spells work.
You gain the guidance cantrip if you don't already know it.
You are able to bond people together in a concerted, coefficient net, allowing them to act as one. When you finish a long rest, you can target a number of willing creatures other than you that you can see equal to your Wisdom modifier (minimum of one creature) and weave their threads together, making them part of your Net. You are always part of your Net. Creatures targeted by this feature gain the following benefit: - When you make an ability check, an attack roll or a saving throw, instead of adding your relevant ability modifier to the die roll, you can choose to add the relevant ability modifier of another creature that is part of the Net. If the other creature is proficient in the ability check, attack roll or saving throw that you are making, or if they benefit from the Jack of All Trades or similar features, you can add their proficiency bonus to the roll as well, along with any modifications to it, in place of adding your own proficiency bonus. If you use this benefit on an attack roll, you add the other creature's ability modifier to both the attack and damage rolls. Once a creature has used this benefit, they can't do so again until they are affected by this feature again. When you reach 6th level in this class, creatures can use the benefit of this feature twice while part of the Net. When you reach 17th level in this class, creatures can use the benefit of this feature three times while part of the Net.
Through your threads, you can redirect luck or ill fate. When two creatures that are part of your Net roll an ability check for the same action or a saving throw caused by the same source, you present your holy symbol and use your Channel Divinity. The two creatures can each use the number rolled by the other creature, effectively exchanging the numbers rolled. They then apply any modifiers to the roll.
You are now capable to briefly bind your enemies, hindering them with the inabilities of your allies. When a hostile creature of your choice within 60 feet of you that you can see makes an ability check, an attack roll or a saving throw, you can use your reaction to target that creature and an ally that is part of your Net. The creature that is making the ability check, attack roll or saving throw must add to the number rolled the relevant ability modifier of the targeted ally instead of their own. If you use this feature to affect an attack roll, the ability modifier of the targeted ally is used on both the attack and damage rolls.
You add your Wisdom modifier to the damage you deal with any cleric cantrip.
The net of threads that you can create is as powerful and all-reaching as it can be, allowing both your magic and your will to easily travel through it. When you cast a spell with a range other than self or touch, its range becomes 90 feet if it isn't already higher, as long as you only target one or more creatures that are part of your Net. Additionally, when a creature uses the benefit granted by your Sewing the Threads feature, you add your Wisdom modifier to the number they roll.