The latest Unearthed Arcana article for Dungeons & Dragons has introduced the Fate Domain subclass for clerics, granting them the ability to see events before they happen and tie their destiny to others. It seems like an odd notion for D&D to have fate, considering how many important events are decided by dice rolls, but there are deities that rule over fate, with the DM being the mightiest among them. The wild magic sorcerers don't realize it, but they are the closest to understanding the truth of reality, as they have the ability to use magic to tip the odds in their favor.
One of the most powerful schools of magic in D&D is Divination, or rather, it should be. D&D's school of Divination contains spells that can see far-off places, decipher unknown languages, and even predict the future in limited ways. The problem is that Divination spells tend to take a lot of the fun out of the game, as they remove the element of surprise from the story. A smart player knows that they should use their Divination spells sparingly, as always relying on arcane eye or clairvoyance will force the DMs hand, and there will soon be magical countermeasures put in place that stop Divination spells from working.
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Divination magic is often associated with wizards, but clerics also make for potent diviners. This is because they can contact their deity and ask them for knowledge, though answers aren't always guaranteed. The «Wonders of the Multiverse» Unearthed Arcana article has introduced a playtesting version of the Fate Domain subclass for clerics. The playtesting content in D&D books isn't always guaranteed to make it in (like the cut D&D Mages of Strixhaven subclasses), but if it
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