Fate Domain

Gods and mortals alike have struggled with the concept of free will. A fate cleric believes free will is meaningless: the fate of a creature is determined by the roll of a die. Fate clerics are usually neutral, but some excuse their evil actions by claiming they had no responsibility for them. In the Forgotten Realms, clerics of the fate domain worship Beshaba, Kelemvor, Savras, or Tymora.

Fate Domain Spells 1st level: alarm, command

2nd level: augury, hold person

3rd level: bestow curse, clairvoyance

4th level: divination, dominate beast

5th level: commune, geas

Channel Divinity: Wrest Control Starting at 2nd level, you can use your channel divinity to determine an enemy's future. As an action, you target a creature that can see and hear you within 30 feet of you that you can see. The target must succeed on a Charisma saving throw against your spell save DC or relinquish its next action to you. You choose the action that creature takes on its next turn from the following list: Dash

Disengage

Dodge

Hide Alternatively, you can let the creature choose its action but reduce its movement speed to 0 until the end of its next turn.

Shared Fate Starting at 6th level, once per turn when a creature fails a saving throw against a spell you have cast of 1st level or higher, or against an effect from your Channel Divinity, you can choose one creature 5 feet from your original target. The new target has disadvantage on attack rolls against you until the end of your next turn.

Divine Certainty Starting at 8th level, when a creature fails the saving throw of a spell you have cast of 1st level or higher, you can impose disadvantage on the next saving throw they make before the end of your next turn. Once you have used this feature, you must complete a short or long rest before you can use it again.