Cleric Domain: Fate

Be it fortune, destiny, change, or luck, many gods use their divine grace to shape the future of existence. Though some twist the future to fit their good or ill ideals (such as Olladra, Tymora, Tyche, Beshaba, or Ralishaz), others act as guardians, ensuring that existence continues, regardless of what it brings (such as The Raven Queen, Savras, Istus, The Traveler, Hermod, Bes, or Sirrion). Their clerics work in mysterious ways and serve sometimes unfathomable fuctions. Some are warriors, who seek to guide fate in the right direction by the instructions of their god, defending the future against those who would poison it. Others take a more holistic approach, giving themselves over to the plan that their god has laid out for them. Whether taking control or going along for the ride, clerics of fate seek to reach the best possible future, even if their choices may take them down a dark, confusing path.

Fate Domain Spells

Cleric Level Spells 1st entangle, false life 3rd blindness/deafness, invisibility 5th counterspell, speak with dead 7th compulsion, death ward 9th mislead, wall of force

Spell Flavor A number of the selected spells have to be given a slight reflavoring to fit with the fate theme, but were chosen on the basis of giving the cleric battlefield control capabilities. For instance: Entangle is best imagined as the ground reaching up to pull people toward their fate.

Wall of Force is meant to act as a barrior keeping people locked in to their fate.

Vicious Mockery specifies an insult, but is easily reimagined as general devout demoralization. Feel free to reflavor any of the spells as you see fit. Remember, it's your character.

Bonus Cantrip

When you choose this domain at 1st level, you gain the vicious mockery cantrip if you don't already know it.

Divine Intuition

Also at 1st level, you can fall back on your god to navigate you through life's daily challenges. When you make an ability check, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll's effects occur.

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: Change of Fortune

Beginning at 2nd level, you can use your Channel Divinity to keep yourself from certain doom. When you fail a saving throw, you may choose to reroll it, but must use the new roll.

Channel Divinity: Rewrite Destiny

At 6th level, when a creature within 30 feet of you makes a saving throw, you can use your reaction to make the creature reroll the saving throw, using your Channel Divinity. You make this choice after you see the roll, but before the DM says whether the save was successful or not.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Fate Walker

Beginning at 17th level, you can place a creature under fate's protection, making it near impossible for danger to touch them. You must spend 1 minute in physical contact with a creature, after which time all attacks against them have disadvantage until the end of your next long rest.

Once you use this feature, you can't use it again until you finish a long rest.

Credits

Homebrew by MisterMartyr

Dungeons & Dragons Fifth Edition by Wizards of the Coast

Thanks to /r/UnearthedArcana for feedback

Thanks to whoever can point me toward a good picture for the corner

Thanks to the Homebrewery for making this shiny.