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Fate: Divine Domain

Divine Domain for Clerics

Fate Domain Spells

Cleric Level Spells
1st Comprehend language, Identify
3rd Augury, Locate object
5th Clairvoyance, Tongues
7th Divination, Locate Creature
9th Commune, Legend lore

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency with the Investigation or skill. You can make checks with the skill using your Wisdom Modifier if it is higher than your Intelligence Modifier.  

Threads of Fate

Also starting at 1st level, you can temporarily tie your fate to those around you. As an action, you can choose one creature within 30 feet and magically attach a strand of fate from yourself to it for 10 minutes or until you use this feature again. An unwilling creature must succeed on a Wisdom saving throw against your spell save DC to resist this effect. While you and the creature are on the same plane of existence, you can sense the direction to the target’s location, and you know the direction if it is in motion.   In addition, once per turn when you cast a spell using a spell slot to deal damage or restore hit points to the target, roll a d4, and the target receives extra damage or healing, respectively, equal to the number rolled.   You can use this feature’s action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.    

Channel Divinity: Prophecy

At 2nd level, you gain this additional Channel Divinity option.   You are given a brief glimpse into the future of your allies in eminent danger; allowing you to manipulate the threads of fate. When a friendly creature you can see is reduced to 0 hit points by an attack or a saving throw, you can use your reaction to rewrite destiny and force the triggering event to be done again. If it was an attack roll, it is remade with disadvantage. If it was a saving throw, it is remade with advantage.  

Foreboding

Beginning at 6th level, you have foreseen enough danger that you can now often see it coming before it even happens. You can give yourself a bonus to your initiative equal to your Wisdom modifier.  

Potent Spellcasting

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

High Prophet

Your knowledge of the future allows you to guide an individual to achieve their greatest possible destiny. You learn the foresight spell, which counts as a cleric spell for you, and does not count towards the number of spells you have prepared. You can cast the foresight spell once without expending a spell slot.   Once you cast the spell in this way, you can’t do so again until you finish a long rest.
 


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Shadowfell.

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