The Fold of Fortune Organization in Aren | World Anvil

The Fold of Fortune

Those in the Fold of Fortune follow the gods and goddesses of the category of Fate.   The gods and goddesses of Fate weave the tapestry of inevitability into existence. They ensure that the world continues as it should, and that each life within fulfills the role it was made for.  

Deities of Fate

There are two deities whose realms fall into the category of Fate:   Feris, the god of fate and destiny, is also responsible for time, hope, journeys, dread, portents, prophesy, quests, plans, redundancy, travel, apocalypse, crossroads, endings, beginnings, eternity, extinction, inevitability, future, and infinity. He weaves the path of existence into being, though he has little control over the patterns. His paladins and clerics often work as prophets and fortune-tellers.   Anasali, goddess of trickery, luck, & lies, falls under both the category of Trickery and the category of Fate. The aspects of her domain which concern the Fold of Fate are luck, probability, and gambling. Anasali is responsible for all manners of mischief and stories are often told about her trickery. Her clerics and paladins work to calculate probablities and make mischief wherever they go.

Granted Divine Powers

The two deities which make up the category of Fate have their own discrete roles and responsibilities. However, a cleric or paladin is granted powers which relate first to the category under which their god falls, and second to the specific portion of that category which their god is responsible for. As such, those who fall under the category of Fate each draw first from the following spell lists and then substitute any ill-fitting spells using spells from a list specific to their deity, at the DM's discretion.  

Cleric: Domain of Fortune

At each indicated cleric level, you add the listed domain spells to your spells prepared. Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you.
 
Destined Witness
When you choose this domain at 1st level, you gain proficiency with either the Investigation or Perception skill. If you select Investigation, you can make checks with the skill using your Wisdom Modifier if it is higher than your Intelligence Modifier.  
Hand of Fate
Also at 1st Level, you gain the ability to alter the outcome of certain events. You touch one willing creature; once before this effect ends, the target may roll 1d4 + your Wisdom modifier (minimum of 1) and add the resulting number to one ability check of its choice. The effect lasts 1 minute, and you can use this effect a number of times equal to your Wisdom modifier (minimum of 1). You regain expended uses when you finish a long rest.  
Channel Divinity: Prophecy
Starting at 2nd Level, you can use your Channel Divinity to glimpse the near future. As an action, you present your holy symbol and invoke the name of your deity. Roll a d20 and record the number rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these prophetic rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. When you finish a short rest, you lose any unused prophetic rolls.  
Providence
Starting at 6th level, when a creature within 30 feet of you makes an ability check or saving throw, you can use your reaction to grant that creature a +10 bonus to the roll, using your Channel Divinity. You make this choice after you see the roll, but before the DM says whether it succeeds or fails.  
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.  
Revelation
At 17th Level, when a creature or object you can see or hear takes damage, you can use your reaction to increase or decrease the amount of damage dealt by an amount equal to your cleric level. If you reduce the damage to 0, the target of the damage gains the remainder as temporary hit points instead if it is a creature.   You can use this ability a number of times equal to your Wisdom Modifier, and regain expended uses of it when you finish a long rest.  

Paladin: Oath of Fortune

A paladin who follows the Oath of Fortune swears themself to upholding the weave of fate. They work against any who would unravel the tapestry for their own purposes.  
Tenets of Fate
Paladins who follow the Oath of Fortune follow three core tenets:   Cast Your Die. Waste no time waiting for another to succeed in your stead; luck waits for no one.   Roll the Dice. There will come times you must rely on your luck; trust that it will get you through.   Take Your Rolls. Accept your lot with grace; make the best of bad luck.  
Oath Spells
You gain access to the following oath spells at each level specified in the spell table. Once you gain access to an oath spell, you always have it prepared. Oath spells don't count against the number of spells you can prepare each day. If you gain an oath spell that doesn't appear on the paladin spell list, the spell is nonetheless a paladin spell for you.
Channel Divinity: Preordained Strike
Beginning at 1st level, you can use your Channel Divinity to fortell someone's downfall. Your eyes glow as you channel holy power in order to peek into your immediate future. As a bonus action, choose a creature within 30 feet that you can see. The next time an ally of your choice makes an attack against the target before the end of their next turn, that attack automaticallly becomes a critical hit.  
Channel Divinity: Tapestry Reading
Also at 1st level, you may cast augury as a ritual by using your Channel Divinity in a ten-minute ritual. The course of action you ask about may be one you plan to take within the next 24 hours, instead of within the next 30 minutes.  
Aura of Augury
Starting at 7th level, when you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature within 10 feet of you with one of these fated rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. Each fated roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.   At 18th level, the range of this aura extends to 30 feet.  
Prophet of Destiny
Beginning at 13th level, when you roll initiative and have no fated rolls remaining, you may roll a d20 and record it as a fated roll.  
Fate's Champion
You have become attuned to the Tapestries of Fate. As an action, you can look directly upon a single thread of Fate, which appears in your hand as a glowing strand of pure light. The string cannot be cut, tied, or otherwise manipulated. While you hold the string, you are granted the following effects:   -you can't be surprised and you have advantage on attack rolls, ability checks, and saving throws, and other creatures have disadvantage on attack rolls against you for the duration. -you may use your reaction to telepathically give an ally a glimpse of fate, giving them advantage on a saving throw.   You must complete a long rest before you can use this feature again.
Parent Organization
Deities
Divines