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Domain of Fate

Some would tell you that fate was a superstition, a misguided need to add significance to unremarkable events. Others would tell you fate, and luck were defining forces in the world, attributed to anything from winning a game of cards, to the rise and fall of empires—that the sway of fate upon a pivotal moment could change the world forever. Clerics of fate use divine magic to nudge events to their liking, embodying the power of chance and its manipulation, and range from whimsical meddlers to wise prophets. Masters of destiny, they pluck the threads of fate like a puppeteer, bringing fortune to themselves and their allies, or misfortune to their foes. The gods of luck and fate include those that wish to share good fortune and see benign prophesies fulfilled, those that want to spread adversity and subvert destiny, and those that will roll the dice just to see what happens.    

Spell Table

Level Spell
1st Bless, Bane
3rd Augury, Enhance Ability
5th Bestow Curse, Remove Curse
7th Death Ward, Divination
9th Dream, Reincarnate
 

Bonus Cantrips

When you choose this domain at 1st level, you gain the guidance and true strike cantrips if you don’t already know them.    

Karmic Influence

Also at 1st level, when yourself or an ally within 30 feet receives a critical hit, the creature which made the attack is marked until the end of your next turn. The next time you or an ally make an attack against the marked creature, the attack has advantage.    

Channel Divinity: Twist of Fate

Starting at 2nd level, you can use your Channel Divinity to nudge events toward preferable outcomes, whether that means the success of an ally or the failure of a foe. As a reaction, whenever a creature within 60 feet makes an ability check, or saving throw, you may choose to give that creature advantage or disadvantage (your choice) on the roll.    

Hand of Destiny

Starting at 6th level, you can use your action to invoke the power of chance and unleash a random effect in a 30-foot radius centered on you. Roll a d6 against the table below to determine the effect. 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.
d6 Effects
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 Right Place, Right Time: Allies have advantage on the first saving throw they each make before the start of your next turn.
4 Wrong Place, Wrong Time: Hostile creatures have disadvantage on the first saving throw they each make before the start of your next turn.
5 Disastrous Ricochets: When a hostile creature misses an attack, they must reroll the attack against a random creature that's also hostile to you. If it was a melee attack, the new target must be within 5 feet of the original attack's target. If it was a ranged attack, the new target must be within half the range the attack travelled.
6 Spectacular Ricochets: When an ally misses an attack, they may reroll the attack against another target. If it was a melee attack, the new target must be within 5 feet of the original attack's target. If it was a ranged attack, the new target must be within half the range the attack travelled.
 

Potent Spellcasting

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

Master of Destiny

Starting at 17th level, when you use Hand of Destiny, 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. Additionally, when you roll initiative and have no uses of Hand of Destiny remaining, you regain one use.
 


Created by

Lord Mcberry.

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Feat

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