Fate Domain

## **Fate Domain**

**Fate Domain**
Diviners and wizards often attempt to peer at the threads that
bind the lives of mortals, but gods are the ones who weave
those threads with every new birth and death. Tyche, Saturn,
Chronos, Kali, Urd, and other deities of death, glory, time,
judgement, luck, and prophecy call upon their clerics to act as
oracles and seers of fate and future - and to intervene when
the time is right. Those who follow benevolent gods often
guide heroes to their destinies, while evil oracles may lead
them astray or attempt to meddle with the future to bring
prophecies of ruin, destruction and chaos to fruition.

**Fate Domain Spells**

Cleric level Spells

1st guiding bolt, heroism

3rd augury, enthrall

5th bestow curse, clairvoyance

7th death ward, divination

9th commune, dream

 **Eye of the Oracle**
When you choose this domain at 1st level, your god bestows a
mark upon you that signifies your attunement to the threads
of fate, such as a third eye, runic tattoo, or halo of mist, which
you can conceal at will. While your mark is revealed, you can
use your action to gaze into the future of another person.
Until the end of your next turn, your first skill check, attack
roll, or saving throw regarding the target is made with
advantage.

 **Channel Divinity: Severed Threads**
At 2nd level, your god grants you the ability to manipulate fate
directly. Whenever you deal damage to a creature, you can
use a bonus action and your Channel Divinity feature to
attempt to cut its ties to mortality. The target must make a
Charisma saving throw. If they fail, their fate is disrupted: they
have disadvantage on the next three rolls they make (ability
checks, attack rolls, or saving throws).

**Discarded Tatters**
At 6th level, you collect the scattered threads of fate for a new
tapestry of your own devising. Whenever you are attacked,
you can use your reaction to weave an ethereal cloak around
yourself made from the destiny of your attacker. The attacker
must make a Charisma saving throw against your cleric spell
save DC. If they fail, they take force damage equal to half the
amount of damage they inflict on you if their attack hits.

**Divine Strike**
At 8th level, you gain the ability to cut directly into the past
and future simultaneously. 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 necrotic or radiant damage to the
target. When you reach 14th level, the extra damage
increases to 2d8.

**Prophetic Glimpse**
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 at that time, 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. You can
use this feature once, and this use recovers whenever you
finish a short or long rest.
 **Oracle Markings**
Each oracle has a visually remarkable trait that may be
considered both a blessing and curse. Choose your own or
roll on the following table:
Roll Marking
1 A glowing eye upon the forehead
2 Shimmering fog upon the breath
3 Apparent lack of irises and pupils
4 Runic tattoos in unreadable script
5 A serpentine tongue, hissing prophecy