Fate Domain

The god of fate and fortunetelling has few devoted followers, but nevertheless they are often called on in mystical rites and rituals of divination, often to tell the future or to see things that are yet to come. They have no active temples, and his shrines are rarely found, often only in libraries. Those who pay homage to Fate are those who have a duty to find the truth, such as investigators and judges. They can often be found with their delicately ornate staffs.

FATE DOMAIN SPELLS

Cleric LevelSpells
1st bane, identify
3rd augury, detect thoughts
5th clairvoyance, tongues
7th arcane eye, divination
9th legend lore, scrying

BLESSINGS OF KNOWLEDGE

This feature is identical to the feature of the same name in the Knowledge Domain of the Player’s Handbook.

CHANNEL DIVINITY: GLIMPSE OF THE FUTURE

Starting at 2nd level, you can use your Channel Divinity to deliver a burst of foresight to evade future danger.

As an action, you gain a number of benefits that last for the next 10 minutes. You gain a +5 bonus to initiative, and you can’t be surprised while you are conscious. Also, other creatures don’t gain advantage on attack rolls against you as a result of being hidden from you.

PORTENT

At 6th level, glimpses of the future begin to press in on your awareness. 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 that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.

Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.

EXPERT DIVINATION

Beginning at 8th level, casting divination spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a divination spell of 2nd level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can’t be higher than 5th level. You do not gain this benefit if you have no unexpended spell slots.

FATE’S EYES

Starting at 17th level, you may harness the power of the All-Seeing One to pierce through the veil of illusions unhampered. You gain truesight to a range of 30 feet, and you are immune to the blinded condition.


Comments

Please Login in order to comment!