Cleric Domain – Fate

Hello, everyone! Unfortunately, the Circle of Nightshade druid didn’t quite feel ready for release – it seems to need some further adjusting and playtesting, so I’ve shuffled around my update schedule. Fortunately, I had a different subclass in the can, so to speak. As a result, today’s article is the Fate Domain, which I’d originally planned to release in April (I guess it’s fate that it’s making its appearance early!). As always, thank you for your support and understanding – with any luck, the Circle of Nightshade druid should be ready to go for patrons at the beginning of April.

Cleric Domain

Fate Domain

With further understanding of time comes a clear desire to manipulate it in one’s favor. Clerics of the Fate Domain are priests, seers, and acolytes who have sworn an oath to uphold a particular version of history and its outcomes. Depending on the alignment of the gods whose portfolios include Fate, the motivation to preserve this particular timeline may change. An evil god may simply focus on the maintenance of a timeline in which their enemies are slain or suffer, while a good god may aim to correct disasters in the past. A neutral god may aim to preserve history as it was before the discovery of time magic, offering no distinction between triumph and tragedy.

Fate Domain Spells

Cleric Level Spells
1st longstrider, sleep
2nd blur, hold person
3rd haste, slow
4th dimension door, fabricate
5th legend lore, modify memory

Student of Time

At 1st level, you learn one bard cantrip of your choice. You also gain proficiency in History.

Revised Preparations

Also at 1st level, you can change your list of prepared spells when you complete a short rest. Preparing a new list of cleric spells after a short rest takes at least 1 minute per spell level for each spell on your list.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Channel Divinity: Loosen the Thread

Starting at 2nd level, you can use your Channel Divinity to loosen the threads of fate which anchor a creature, temporarily removing it from your deity’s intended timeline. As an action, you present your holy symbol to a creature that can see or hear you within 30 feet of you. That creature must make a Wisdom saving throw. If the creature fails its saving throw, it is removed from existence for a number of rounds equal to your Wisdom modifier(minimum 1).

While removed from reality in this way, your target cannot be perceived or interacted with by other creatures in any way, and creatures have no memory of your target ever existing. The target is unaware of anything which happens while it is removed from existence.

Channel Divinity: Reverberating Chord

At 6th level, you can use your Channel Divinity to trace the threads of fate of a creature, all the way to their roots. As an action, you can trace a glyph on the face of a willing or incapacitated creature and witness what that creature believes to be their most defining experience as though you were there. Though doing so takes only the time of a single action from an outside observer’s perspective, this defining experience may be as long as an entire day.

After using this Channel Divinity, you may use an Intelligence (History) check in place of a Wisdom (Insight) check when attempting to discern this creature’s motives.

Syzygy of Memory

Starting at 8th level, your healing spells harmonize across a creature’s history, linking all similar moments of vitality. Whenever a spell you cast restores a creature’s hit points, they also gain temporary hit points equal to your cleric level plus your Wisdom modifier(minimum 1).

Destiny’s Knot

At 17th level, your deity has pieced together your exact role in the cosmos and in their grand design, and will actively rearrange circumstances leading to your death to take an alternate path. When you die, you are immediately the target of a reincarnate spell. If you reincarnate into a member of the race to which you already belong, your new appearance will wildly vary from your previous body’s.

You cannot use this feature again until you complete a long rest.

Some artwork © 2015 Dean Spencer, used with permission. All rights reserved.

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