Cleric
Base Class: Cleric

Luck Cleric

Luck Domain Spells

Cleric Level Spells
1st Jim's Magic Missile, Chaos Bolt
3rd Misty Step, Borrowed Knowledge
5th Blink, Hypnotic Pattern
7th Freedom of Movement, Confusion
9th Dispel Evil and Good, Mislead

Fortune's Whim

Starting from level 1, before casting a spell that requires you to roll die, you can spend one gold coin and chose head or tails. If it falls on your chosen side you roll one additional dice, If it falls on the other you instead roll one less dice. Spells that have multiple effects that require rolling dice have the roll to which this features applies decided randomly.
For spells that last several turns such as Spirit Guardians or Spiritual Weapon, you instead spend one coin every time you roll. Either way the coin disappears after usage.

Channel Divinity: Luck Empowerment

Starting at 2nd level, you can use your Channel Divinity to boost your chance's of success. As an action, you present your holy symbol and imbue yourself with luck. Until the next short rest, you can add once a 1d6 to one d20 roll of your choice before the DM says whether the roll succeeds or fails. At level 8 the dice becomes 1d8.

Hope in Misfortune

Beginning at 6th level, when you roll a dice with disadvantage, the next roll with disadvantage becomes netural. If the roll that goes after the disadvantage is neutral, you gain advantage instead.

Potent Spellcasting

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

Bend Luck

Starting at 17th level, when a dice is rolled, you can use your reaction to spend a gold coin and choose head or tails. If it falls on your side you can choose whether the result of the roll fails or succeeds. You can use this feature a number of times equal your Wisdom modifier, resets on long rests. A use is only spent if the coin falls on your chosen side.

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