Fate Domain (5e Subclass)
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Fate Domain
Cleric Subclass
Gods of fate manipulate events to determine the past, present, and future. Clerics who devoutly follow these gods may be gamblers, wishing for good luck, people who wish to control their own lives, and people simply wishing to change the world. These gods gift their followers with the ability to determine what will happen around them, ranging from the way a ball bounces, to determining if an arrow will hit its mark. These clerics don't necessarily manipulate the weave, rather the world around them.
- Fate Domain Spells
- Cleric Level Spells
- 1st
- Bane, Bless
- 2nd
- Mirror Image, Misty Step
- 3rd
- Counterspell, Haste
- 4th
- Freedom of Movement, Death Ward
- 5th
- Scrying, Legend Lore
- Determine Outcome
- At first level, you begin to foster the ability to change a creature's fate. When you or an ally within 30 ft roll an attack roll, saving throw, or ability check, you can roll a d4, and add or subtract it from the roll. You can use this feature a number of times equal to your Wisdom modifier (minimum of 1 time). You regain all uses after a short or long rest.
- Predictions
- At first level, you gain the ability to see other creatures fate and predict their movements. You gain True Strike, and can cast it as a bonus action, and you can’t lose concentration on the spell. It doesn’t count against the number of cantrips you know, and counts as a cleric cantrip for you.
- Channel Divinity
- Forceful Fate
- Channel Divinity: As an action, you can impose your destiny on those around you. You choose a number of creatures up to half your Wisdom modifier (rounded up) within 30 ft of you, they then have advantage or disadvantage on all their next attack rolls, saving throws, or ability checks they make within the next two rounds
- Fate of Death
- At sixth level, you have gained the ability to choose when and where you die. When rolling a death saving throw, you can add your Wisdom modifier to the throw. You can use this a number of times equal to your Wisdom modifier (minimum of once) per long rest.
- Minor Spell Alteration
- At eighth level, when casting a cleric cantrip that deals damage, you can reroll up to half of the damage dice (rounded down), and you must take the second number rolled.
- Alter Destiny
- You gain the ability to impose your fate upon others. At seventeenth level, when a creature makes an attack roll against you, you can force them to make a Wisdom saving throw against your spell save DC. If they fail the throw, the attack misses. If they succeed, they have disadvantage on the attack. You can do this a number of times equal to your Wisdom modifier (minimum of once).
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