The Destiny Domain represents those who serve the will of fate itself, whether as seers interpreting divine providence or as enforcers ensuring destiny unfolds as it should. Clerics of this domain receive visions of the future, gaining glimpses of what must come to pass. Some act as guides, helping others find their true purpose, while others are ruthless arbiters of fate, removing those who stand in the way of destiny. Their deities often embody prophecy, inevitability, and the cosmic forces that shape the future, such as gods of time, fate, and celestial order.
Clerics of the Destiny Domain wield divination and enchantment magic to ensure fate’s will is enacted. They can glimpse into the future, subtly influence probability, and manipulate the threads of destiny itself. While their power is primarily that of spellcraft, a few also embrace the warrior's path, ensuring destiny through force of arms when necessary. Whether as prophets of doom, protectors of foretold heroes, or unrelenting harbingers of fate, these clerics shape the world according to the grand design.
Domain Spells
1st-Level Cleric (Destiny Domain) Feature
You gain the following spells at the listed cleric levels as domain spells.
Foreseen Path
1st-Level Cleric (Destiny Domain) Feature
Your deity grants you glimpses of the future, allowing you to anticipate events before they unfold. When you or a creature you can see within 30 feet makes an attack roll, ability check, or saving throw, you can use your reaction to grant advantage or impose disadvantage on the roll. You can use this ability a number of times equal to your Cleric Power Reservoir, and you regain all expended uses when you finish a long rest.
Additionally, you gain proficiency in either Insight or Persuasion, as you become adept at understanding fate’s influence on others.
Channel Divinity: Inexorable Fate
2nd-Level Cleric (Destiny Domain) Feature
You can use your Channel Divinity to enforce fate upon a creature. As an action, choose one creature you can see within 30 feet. That creature must make a Charisma saving throw. On a failure, it becomes unable to reroll dice, benefit from advantage, or suffer from disadvantage for 1 minute. If the creature has is immune to being
Charmed, it instead has disadvantage on its next attack roll, ability check, and saving throw on a failure.
Threads of Fate
6th-Level Cleric (Destiny Domain) Feature
You learn to manipulate the unseen threads that bind all creatures to their destinies. As a bonus action, you can target a creature within 30 feet and bind their fate to another creature you can see within the same range. For the next minute, whenever either of the two creatures takes damage, the other takes psychic damage equal to your Wisdom modifier (minimum 1). This effect ends early if either creature falls unconscious or dies.
You can use this feature a number of times equal to your Cleric Power Reservoir, and you regain all expended uses when you finish a long rest.
Potent Spellcasting
8th-Level Cleric (Destiny Domain) Feature
You add your Wisdom modifier to the damage you deal with any cleric cantrip you cast.
Hand of Destiny
17th-Level Cleric (Destiny Domain) Feature
Your mastery of fate allows you to alter the course of events with but a thought. When you see a creature within 30 feet make an attack roll, ability check, or saving throw, you can use your reaction to replace the result with a 10. You must decide to use this feature before the roll is resolved.
You can use this ability a number of times equal to your Cleric Power Reservoir, and you regain all expended uses when you finish a long rest.
Additionally, when you cast a divination spell of 1st level or higher, you can choose to regain an expended use of Foreseen Path.
Deities of the Destiny Domain
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