Cleric
Base Class: Cleric

Clerics of the Luck Domain have fate on their side, often leading them to gamble and take extreme risks, as they know that their deity will ensure everything works out alright.

Domain Spells

You gain domain spells at the cleric levels listed in the Luck Domain Spells table. See the Divine Domain class feature for how domain spells work.

Luck Domain Spells

Cleric Level Spells
1st Bane, Bless
3rd Aid, Suggestion
5th Blink, Mass Healing Word
7th Compulsion, Death Ward
9th Geas, Modify Memory

 

Favored by Fortune

When you choose this domain at 1st level, you know you have luck on your side.

You gain a number of Fortune Points equal to your Cleric level + your Wisdom modifier. After any attack roll, ability check, or saving throw is rolled within 60 ft. of you, but before you know the outcome, you can expend any number of Fortune Points adding or subtracting the amount to the result as you see fit, with each Fortune Point you expend adding or subtracting 1 to the roll.

You regain expended Fortune Points equal to your proficiency bonus when you finish a short rest, and regain all of them when you finish a long rest.

Channel Divinity - Loaded Dice

At 2nd level, you know how to stack luck in your favor.

As an action, you can expend a usage of your Channel Divinity and present your holy symbol. For the next minute, whenever an attack roll, ability check, or saving throw is rolled within 60 ft. of you, you can use your reaction to turn the d20 upside down (such as turning a 1 into a 20, or a 15 into a 6, for example).

While this Channel Divinity is active, you can use this reaction a number of times equal to your Wisdom modifier (minimum once) before this Channel Divinity ends.

Friendly d20 Reminder!

As a reminder for those of us that use physical or digital dice, the numbers on opposite sides of a d20 always add up to 21! If yours don't, you need to get new dice.

Lucky Break

Starting at 6th level, you know how to take one's misfortune and turn it into your own fortune.

Whenever you cast the Bless or Bane spells, you can expend 3 Fortune Points to cast the other spell as part of the same action (as a 1st level spell). For the purposes of maintaining concentration, they count as one spell - if you lose concentration on one spell, you lose concentration on the other.

Potent Spellcasting

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

House Always Wins

At 17th level, your luck is almost bountiful.

Whenever you roll a 1 on a d20, you regain 1 expended Fortune Point, and whenever you roll a 20 on the d20, you regain 2.

Moreover, you gain an additional 1d20 Fortune Points whenever you finish a short rest, up to your maximum amount of Points.

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