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Fate Domain

Fate Domain Features

Cleric Level
Feature
1st
Domain Spells, Foresight
2nd
Channel Divinity: Spin Fate
6th
Evasion
8th
Divine Strike
17th
Seal Fate

Domain Spells

You gain domain spells at the cleric levels listed in the Sorrow Domain Spells table. See the Divine Domain class feature for how domain spells work.

Fate Domain Spells

Cleric Level
Spells
1
Bane, Bless
3
Enhance Ability, Suggestion
5
Bestow Curse, Counterspell
7
Divination, Otiluke's Resilient Sphere
9
Legend Lore, Geas

Foresight

At 1st level when you choose this domain, you gain proficiency in Dexterity saving throws, learn the True Strike cantrip and can cast it as a bonus action. This doesn't count against the number of cleric cantrips you know.  

Channel Divinity: Spin Fate

Starting at 2nd level, you can use your Channel Divinity to tap into the fate of others. When a creature within 30 feet of you rolls a 1 or a 20 on a d20 for an attack roll, an ability check, or a saving throw, you can use your reaction to force the creature to reroll the die and take the new roll.  

Evasion

At 6th level you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.  

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. 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 force damage to the target. When you reach 14th level, the extra damage increases to 2d8.  

Seal Fate

At 17th level you can seal the fate of others, for weal or woe. Once per short or long rest as a reaction when a creature within 30 feet of you would make an attack roll, an ability check, or a saving throw you can treat the dice roll as either a 1 or a 20. A creature can make a Constitution saving throw to resist the effect, on a successful save the attack roll, ability check, or saving throw is rolled normally.


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kemet ka.

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