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Fate Domain

Cleric

Level 3: Fate Domain Spells

Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Fate Domain Spells table, you thereafter always have the listed spells prepared.  
Cleric LevelSpells
3rdComprehend Languages, Identify, Augury, Locate Object
5thClairvoyance, Tongues
7thDivination, Locate Creature
9thCommune, Legend Lore
 

Level 3: Threads of Fate

As a Magic action, choose one creature you can see within 30 feet. An unwilling creature must succeed on a Wisdom saving throw against your spell save DC or become bound by a Thread of Fate for 10 minutes. The bond ends early if you create another Thread of Fate.   While the bond lasts and you are on the same plane of existence, you always know the direction of the target and whether it is moving. In addition, once per turn when you cast a spell using a spell slot that either deals damage to the target or restores Hit Points to the target, roll a d4. The target takes extra damage or regains additional Hit Points equal to the number rolled.   You can create a Thread of Fate a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.  

Level 3: Channel Divinity: Prophecy

You receive a fleeting glimpse of a disastrous future and intervene before it occurs. When a creature you can see within 30 feet would be reduced to 0 Hit Points by an attack roll or a failed saving throw, you can use your Reaction and expend a use of your Channel Divinity to alter fate.
  • If the creature would be reduced to 0 Hit Points by an attack roll, the attacker rerolls the attack with Disadvantage and must use the new result.
  • If the creature would be reduced to 0 Hit Points because it failed a saving throw, it rerolls the saving throw with Advantage and must use the new result.
If the new roll prevents the creature from being reduced to 0 Hit Points, the triggering effect proceeds using the new result.  

Level 6: Thread Walker

You can pull upon the strands of fate that bind creatures together.   As a Bonus Action, choose a creature affected by your Threads of Fate feature. You teleport to an unoccupied space within 5 feet of that creature, or the creature teleports to an unoccupied space within 5 feet of you (your choice). A creature unwilling to be teleported can make a Wisdom saving throw against your spell save DC, preventing the teleport on a success.   You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.  

Level 17: High Prophet

You always have Foresight prepared, and it counts as a Cleric spell for you.   You can cast Foresight once without expending a spell slot. Additionally, while a creature is affected by your Foresight spell, it gains Temporary Hit Points equal to your Wisdom modifier at the start of each of its turns.   Once you cast the spell in this way, you can't do so again until you finish a Long Rest.  
 


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