Cleric
Base Class: Cleric

 A priestly guise stands in front of a ramshackle stand. The panhandler across from him puts the cleric's last gold piece, as well as a very convincing ruby, under one of three cups. His hands begin to shuffle them, the cleric eyeing the one he believes holds his winnings, but no, that can't be the right one!, he thinks. Under his breath, the cleric utters, "Great Tymora, I call for your aid. Please let this be the one." 

   Minutes pass.The cleric's eyes have not left the cups for some time. As they shuffle, he wonders on his faith, his work, and his life as a whole. He wonders if- what? The cleric's eyes light up, and tears begin to form in the corners of his eyes. There, hovering over one cup in parricular, a golden hand reaches down from a blinding point, pointing. As the cups shuffle, so does it follow the same cup. 

   The cups finally stop their waltz across the table. The angelic hand keeps to its target.

  The cleric walks away from the awed grifter, gold piece in hand.

The Cardsharp Domain lives for the gamble, all the while imbueing divine influence to every roll of the dice. 

(This is only iteration 1.0, very much in its early stages. Open to as much criticism as possible!)

Additional Spell List

You gain additional spells while in the Cardsharp Domain.

  • 1st Level: Charm Person, Vicious Mockery
  • 3rd Level: Detect Thoughts, Augury
  • 5th Level: Commune, Mislead
  • 7th Level: Mass Suggestion, True Seeing
  • 9th Level: Foresight, Glibness

Table Manners

At 1st level, you have expertise in Sleight of Hand, and the SoH skill is changed from a Dexterity check to a Charisma check if it is used to win any sort of game.

Shot Caller

 Also starting at 1st level, you can call your dice roll before it is rolled. On any ability check, attack roll, or saving throw, you can guess the outcome before the dice is rolled. Correctly guessing the outcome of the dice roll before or after modifiers are added changes the roll to an artificial 20. If you incorrectly guess the outcome, you can't use Shot Caller on your next roll of the same kind, e.g. after failing calling an attack roll, you can't try to call it your next subsequent attack roll.

Channel Divinity: Hintsight

Starting at 2nd level, you can use your Channel Divinity to gain the ability to suss out the truth of things to better succeed. For a number of times equal to your Wisdom modifier per long rest, you can do one of the following actions:

  • You gain expertise on Insight checks for an hour.
  • You sprout 3 divine hands that point to 3 intentionally hidden objects within 30 feet of you and exist until each individual object is found.
  • Target one creature that is speaking in a language you can understand within eyesight. If that creature had just lied, it takes 3d6 psychic damage and is frightened for 15 minutes. If that creature had just told a truth, it heals 3d6 hit points and is immune to being frightened for 15 minutes.

Improved Shot Caller

At 6th level, your Shot Caller feature is more likely to land. After you guess any valid roll but before the dice is rolled, you can choose to roll a d4 that creates a range in which you can succeed. For example, rolling a 3 on the d4 and guessing a 10 makes it so that any number from 7 to 13 will succeed the throw, turning the roll into a 20. If the rolled number is not within that range, you get disadvantage and are unable to use Shot Caller on the next roll of the same kind.

Divine Strike

At 8th level, you gain the ability to infuse your melee weapon strikes with fortune-filled energy. At the beginning of each of your turns, you can choose to forgo a later melee damage roll and instead hit for maximum damage by giving yourself disadvantage on your attack roll. Such rolls are both still subject to Shot Caller.

Supreme Shot Caller

Starting at 17th level, your Shot Caller feature reaches the apex of its meta play power. Your Shot Caller feature can now be used for ability checks. Also, your d4 range dice can now be replaced by a d8, but if you fail to call the outcome correctly with the d8, you suffer 10 psychic damage as well as gaining a disadvantage roll on your next roll of the same kind, this roll also being unable to benefit from Shot Caller. In addition, succeeding in calling a roll with any Shot Caller range dice is now treated as a natural 20.

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