Cleric
Base Class: Cleric

Loots drops and rerolls.

Domain Spells

1st-level Fortune Domain feature

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

Fortune Domain Spells
Cleric Level Spells

1st

bless, distort value*

3rd

fortune's favor*, Jim's glowing coin*

5th

tiny servant, tiny servant*

7th

divination, Galder's speedy courier*

9th

animate objects, creation

Journeyman

1st-level Fortune Domain feature

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

1st-level Fortune Domain feature

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

2nd-level Fortune Domain feature

Starting at 2nd level, you can use your Channel Divinity to grant you the exact spell you need.

As a free action, you may 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

6th-level Fortune Domain feature

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 table 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.

Divine Strike

8th-level Fortune Domain feature

You gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage. When you reach 14th level, the extra damage increases to 2d8.

Jackpot

17th-level Fortune Domain feature

At 17th level, the divine power you worship rewards you with the most magnificent treasures. 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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