Fate is not simply an esoteric force that mortals cannot escape, it is a destiny, the great feats and events that will occur in a person’s life. Gods and Goddesses of the Fate Domain weave these destinies and send visons and omens to prophets and oracles telling of what is to come. Clerics of the Fate Domain act as agents of destiny and the will of their god to help fulfill or subvert it.
Fate Domain Spells
Cleric Level Spells
- 1st--Shield of Faith, Bless
- 3rd--Augury, Hold Person
- 5th--Clairvoyance, Counterspell
- 7th--Divination, Banishment
- 9th--Legend Lore, Geas
Bonus Proficiencies
You gain Proficiency in heavy armor.
Fortune's Favor
Whenever you cast a spell of 1st level or higher, you can choose a creature you can see within 20 feet of you, that creature gains temporary Hit Points equal to your Cleric level + your Wisdom modifier.
Additionally you can use your Wisdom modifier for your Initiative bonus instead of Dexterity.
Channel Divinity: Reshape Destiny
As a Reaction, whenever a creature you can see makes a roll, you can roll 1d10 + your Wisdom bonus, add or subtract the result from the roll made by that creature.
Fateshifter
At 6th level, whenever a friendly creature you can see within 30 feet of you fails a saving throw, you can use your Reaction to negate the effects of the failed save. You can use this ability twice per long rest.
Once you reach 17th level you can use this ability a number of times equal to your Wisdom modifier, and you can force a hostile creature which prompted the saving throw to make a saving throw against its own ability
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 Psychic damage.
When you reach 14th level, the extra damage increases to 2d8.
Twist of Fate
At 17th level, when a creature within 100 feet of you is dropped to 0 Hit Points you can use your Reaction to impose a Twist of Fate, the creature becomes stable at 0 Hit Points, they are still conscious and can continue taking turns, they cannot be healed and don’t take damage. They stay in this state for a number of turns equal to you Wisdom bonus or until they are incapacitated. Once you use this ability you can’t use it again until you take a long rest, unless you expend a spell slot of 8th level or higher.
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