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Fate Domain

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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