Cleric
Base Class: Cleric

Loots drops and rerolls.

Domain Spells

You gain domain spells at the cleric levels noted in the table below. Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you.

Fortune Domain Spells

Cleric Level

Spells

1st

bless, distort value

3rd

fortune’s favor, Jim’s glowing coin

5th

incite greed, tiny servant

7th

divination, Galder’s speedy courier

9th

animate objects, creation

Journeyman

At 1st level, the divine power you worship bestows a small treasure to help you begin building your wealth. You gain a tool of your choice. You gain proficiency with the chosen tool if you don’t already have it, and your proficiency bonus is doubled when making a check with the chosen tool.

Tip the Scales

Also at 1st level, you can impact the luck of those around you. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to allow the creature to roll a d4 and add the number rolled to the check or throw.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.

The die changes to a d6 at 6th level, a d8 at 10th level, and a d10 at 14th level.

Channel Divinity: Granted

Starting at 2nd level, you can use your Channel Divinity to grant you the exact spell you need. You may spend a bonus action to replace one spell you have prepared with another eligible spell that you have not prepared. Neither spell can be higher than 5th level.

Carpe Diem

Starting at 6th level, your deity gives you the chance to make the most of each day. After finishing a long rest, have the DM roll on Magic Item Table C on page 145 of Dungeon Master’s Guide (or an alternative one of similar quality.) The DM informs you what item was rolled and it appears before you. At that moment, you must choose whether to accept or reject the item. 

If you reject the item, it vanishes.

If you accept the item, you gain it for the next 24 hours and immediately attune to it if it requires attunement. After 24 hours, the item vanishes and you can’t use this feature again for 1d4 days. If you try to sell, trade, or give the item as a gift, it vanishes and you can’t use this feature again for 1d4+1 days.

Blessed Strikes

When you reach 8th level, you are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.

Jackpot

You gain 2d4 diamonds that are each worth 5,000 gold. Also, you gain the following benefits:

  • When you use your Channel Divinity: Granted feature, there are no level restrictions on the spells you choose to add or replace.
  • When the DM rolls for your Carpe Diem feature, they now roll on Magic Item Table G on page 147 of Dungeon Master’s Guide (or an alternative one of similar quality.)

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