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Fate Domain Spells |
Cleric level |
Spells |
1st |
guiding bolt, heroism |
3rd |
augury, enthrall |
5th |
bestow curse, clairvoyance |
7th |
death ward, divination |
9th |
commune, dream |
Eyes of the Oracle
When you select this domain at 1st level, your deity bestows
a mark upon you that aligns you to your proper fate. This
mark could be a third eye, a runic tattoo, halo of mist, or
other strange and notable effects. You can conceal or reveal
this mark at will. While you are not wearing armor or
using a shield, you can choose to have your AC equal your
Wisdom score (maximum 20).
Read the Signs
Also at 1st level, you learn to see the omens of the divine
will in ordinary actions. You gain an omen number, which
resets to 10 when you roll initiative. You can use your action
to foretell the next move of a creature you can see, causing
it to use your omen number in place of its next d20 roll’s
result. The actual result of its die roll becomes your new
omen number. If multiple dice were rolled, you choose
which result to make your new omen number.
Channel Divinity: See the String
At 2nd level, you tug at the threads of destiny. You can
use your Channel Divinity as an action to invoke either a
prophecy of doom or a blessing of fate upon a creature you
can see within 60 feet of you.
Prophecy of Doom. The next time the target takes
damage, it takes additional damage of the same type equal
to your cleric level. Until it finishes a short or long rest, its
hit point maximum becomes equal to its hit point value,
after damage is applied.
Blessing of Fate. The target gains advantage on attack
rolls, saving throws, and ability checks until the end of its
next turn.
Living Omen
At 6th level, your actions carry weight beyond their
measure. You can use your bonus action to activate your
Read the Signs feature, provided you choose yourself as the
target.
Divine Strike
At 8th level, you learn to sever the threads binding a
creature’s life to its body. 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 radiant or necrotic damage to the
target (your choice). When you reach 14th level, the extra
damage increases to 2d8.
Fate Rewoven
At 17th level, your god grants you the ability to see brief
yet perfectly accurate visions of the future. You can choose
to activate this feature at the start of your turn. Record all
actions you and others take and the results of rolls made
during your turn. If you are satisfied with the results of the
events that took place at the end of your turn, this feature
ends, as your vision is fulfilled exactly as specified. If you
are not satisfied when your turn ends, you can choose to
defy the vision, reverting all events back to exactly how
they were at the moment that you declared your use of this
feature.
Once you use this feature, you can’t do so again until you
finish a short or long rest.
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