1: Domain Spells, Karmic Influence
2: Channel Divinity: Twist of Fate
6: Hand of Destiny
8: Blessed Strikes
17: Master of Destiny
At 1st level, you learn that every streak of luck must be offset in some way. Whenever yourself or an ally within 15 feet is the target of a critical hit, the creature which made the attack is marked until the end of your next turn. The next time you or an ally make an attack against the marked creature, the attack has advantage. Also, you gain the True Strike cantrip, which counts as a cleric cantrip for you and does not count towards the number of known cantrips.
Starting at 2nd level, you can use your Channel Divinity to nudge events toward preferable outcomes, whether that means the success of an ally or the failure of a foe.
As a reaction, whenever a creature within 60 feet makes an ability check, or saving throw, you may choose to give that creature advantage or disadvantage (your choice) on the roll.
Starting at 6th level, you can use your action to invoke the power of chance and unleash a random effect in a 30-foot radius centered on you. Roll a d6 to determine the effect:
1: Fortunate Strikes. Allies have advantage on the first attack roll they each make before the start of your next turn.
2: Blundering Strikes. Hostile creatures have disadvantage on the first attack roll they each make before the start of your next turn.
3: Right Place, Right Time. Allies have advantage on the first saving throw they each make before the start of your next turn.
4: Wrong Place, Wrong Time. Hostile creatures have disadvantage on the first saving throw they each make before the start of your next turn.
5: Disastrous Ricochets. When a hostile creature misses an attack, they must reroll the attack against a random creature that's also hostile to you. If it was a melee attack, the new target must be within 5 feet of the original attack's target. If it was a ranged attack, the new target must be within half the range the attack traveled.
6: Spectacular Ricochets. When an ally misses an attack, they may reroll the attack against another target. If it was a melee attack, the new target must be within 5 feet of the original attack's target. If it was a ranged attack, the new target must be within half the range the attack traveled.
You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
You are blessed with divine might in battle. Starting at 8th level, once per round, when you would deal damage to a creature with a weapon attack or a cleric cantrip, you may deal an additional 1d8 points of damage of a type appropriate for you domain (see Narrator). At 14th level, the additional damage with weapon attacks increases to 2d8 (cantrips still only deal an additional 1d8).
Starting at 17th level, when you use Hand of Destiny, you now roll twice against its effect table and both effects take place. You can't roll the same effect twice.
Additionally, when you roll initiative and have no uses of Hand of Destiny remaining, you regain one use.