Cleric
Base Class: Cleric

There is more to fortune than wealth - it is a domain of trickery and of commanding fate. If you fancy yourself lucky or smart enough to make your own luck, the domain of Fortune may be the one for you.

There are few gods that find fortune as part of their divine portfolio, though virtually any entity which dabbles in the fates of mortals can be included in the worship of fortune.

Domain Spells

You gain a number of spells from your Divine Domain. See the Divine Domain class feature for how Domain spells work.

Cleric Level Spells
1st Disguise Self, Grease
3rd Arcanist's Magic Aura, Suggestion
5th Hypnotic Pattern, Nondetection
7th Fabricate, Secret Chest
9th Mislead, Seeming

 

Flip a Coin

At 1st level, when you make an attack roll or a saving throw, you can choose to flip a coin after seeing the roll, but before learning of its success or failure. 

If you call the result of the flip correctly, you can add 5 to the result of the roll - this bonus increases to 10 at 10th level.

Once you flip a coin for this ability, you cannot do so again until you finish a short rest.

Channel Divinity: Double Down

Starting at 2nd level, you can use your Channel Divinity to twist fate and fortune.

When a friendly creature within 30 ft. of you takes damage, you can use your reaction to flip a coin. If you call the result of the flip correctly, the damage is halved. If the damage is halved in this way, you can choose to flip another coin - if the result is called correctly, the damage is reduced to 0 and the attacking creature's turn (if applicable) ends.

If the second coin flip is called incorrectly, the initial damage is instead doubled instead of being reduced. If the third coin flip is called incorrectly, the initial damage is instead tripled.

Best Two Out Of Three

At 6th level, your domain enables you to gamble on your success in battle.

You can use your Action, Bonus Action, and Reaction to flip three coins in total. When you flip these coins, you choose a creature that you know the location of within 60 ft. You guess the outcome of each flip, and the effect changes depending on how many you guess right.

Guessing one correctly has the target take 1d10 psychic damage. If you guess a second flip correctly, that damage is doubled. If you guess all three correctly, the target takes six times the damage (for a total of 6d10).

Once you use this ability, you cannot use it again until you finish a short or long rest.

Potent Spellcasting

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

Coin of Many Faces

When you reach 17th level, your dabbling in the fates and fortunes of others has become less obscure than usual.

When you flip coins, you can choose the outcome of the first coin you flip. Once you choose the outcome of this coin, you cannot do so again until you finish a long rest.

Previous Versions

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