{"name":"Fate Domain","overview":"\r\n[row][col]\r\n[table][h2]Fate Domain Features[\/h2][tr][th][center][b]Cleric Level[\/b][\/center][\/th][th][b]Feature[\/b][\/th][\/tr][tr][td][center] 1st [\/center][\/td][td] Domain Spells, Foresight [\/td][tr][td][center] 2nd [\/center][\/td][td] Channel Divinity: Spin Fate [\/td][tr][td][center] 6th [\/center][\/td][td] Evasion [\/td][tr][td][center] 8th [\/center][\/td][td] Divine Strike [\/td][tr][td][center] 17th [\/center][\/td][td] Seal Fate [\/td][\/tr][\/table]\r\n[h2]Domain Spells[\/h2]\r\nYou gain domain spells at the cleric levels listed in the Sorrow Domain Spells table.   See the Divine Domain class feature for how domain spells work.\r\n[table][h2]Fate Domain Spells[\/h2][tr][th][container:table75][b]Cleric Level[\/b][\/container][\/th][th][center][b]Spells[\/b][\/center][\/th][\/tr][tr][td][center]1[\/center][\/td][td][i]Bane, Bless[\/i][\/td][\/tr][tr][td][center]3[\/center][\/td][td][i]Enhance Ability, Suggestion[\/i][\/td][\/tr][tr][td][center]5[\/center][\/td][td][i]Bestow Curse, Counterspell[\/i][\/td][\/tr][tr][td][center]7[\/center][\/td][td][i] Divination, Otiluke's Resilient Sphere[\/i][\/td][\/tr][tr][td][center]9[\/center][\/td][td][i]Legend Lore, Geas[\/i][\/td][\/tr][\/table]\r\n[h2]Foresight[\/h2] At 1st level when you choose this domain, you gain proficiency in Dexterity saving throws, learn the [i]True Strike[\/i] cantrip and can cast it as a bonus action.  This doesn't count against the number of cleric cantrips you know.\r\n\r\n[\/col][col]\r\n[h2]Channel Divinity: Spin Fate[\/h2]Starting at 2nd level, you can use your Channel Divinity to tap into the fate of others.  When a creature within 30 feet of you rolls a 1 or a 20 on a d20 for an attack roll, an ability check, or a saving throw, you can use your reaction to force the creature to reroll the die and take the new roll. \r\n\r\n[h2]Evasion[\/h2] At 6th level you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an [i]ice storm[\/i] spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.\r\n\r\n[h2]Divine Strike[\/h2] At 8th level, you gain the ability to infuse your weapon strikes with divine energy.   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 force damage to the target.   When you reach 14th level, the extra damage increases to 2d8.\r\n\r\n[h2]Seal Fate[\/h2]   At 17th level you can seal the fate of others, for weal or woe.   Once per short or long rest as a reaction when a creature within 30 feet of you would make an attack roll, an ability check, or a saving throw you can treat the dice roll as either a 1 or a 20.   A creature can make a Constitution saving throw to resist the effect, on a successful save the attack roll, ability check, or saving throw is rolled normally.   \r\n[\/col]\r\n[\/row]","skillproficiences":"","toolproficiences":"","lifestyle":"","languages":"","equipment":"","features":"","suggestedcharacteristics":"","traits":"","ideal":"","bond":"","flaw":"","tabledata":"","tags":"","isShared":"1","templateId":"24","blockId":"19645"}