Fate Domain

Gods of the Fate domain are ineffable overseers, who regard the intertwining destinies of mortals as threads in a great tapestry. Followers of this domain frequently relinquish control over their own path, allowing encounters and events to plot their path for them. In exchange, they find that luck bends near them, and that the world adjusts itself in minor ways to help them achieve their destinies.

Fate Domain Spells

Cleric Level Spells
1st bless, shield of faith
3rd augury, zone of truth
5th counterspell, glyph of warding
7th divination, death ward
9th commune, geas

Bonus Cantrip

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

Guided Attacks

Also at 1st level, you can trust fate to guide your movement - when you or an ally within 30 feet attempts an attack roll, you may expend your reaction to skip the roll, and treat it as a successful attack. You may 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: Ride the Winds

Starting at 2nd level, you can use your Channel Divinity to allow your allies to take advantage of their futures - choose a number of creatures within 30 feat that you can see up to your Wisdom modifier. Until the end of your next turn, any melee attack against those creatures has disadvantages, and provokes an attack of opportunity by the defender.

It Is Not Your Time

At 6th level, you gain the spare the dying cantrip, and you can cast it as a bonus action.

Potent Spellcasting

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

Immutable Fate

Starting at 17th level, you gain proficiency in all saving throws (including death saving throws).

When you fail a saving throw or ability check, you can instead choose to succeed on that roll. Once you use this feature, it cannot be used again until you finish a long rest.