Base Class: Cleric
Throughout the history of humankind, we have prayed to the gods for good luck. It is in our nature to wish that things beyond our realm of control will simply work out. As a Cleric of Fortune, you have devoted yourself to a deity of destiny and hope. Your connection to the divine brings favor unto you and your companions. Gods of fortune include Tyche (Greek), Fortuna (Roman), Vesunna (Celtic), Renenutet (Egyptian), Manat (Arabian), and Nortia (Etruscan).
Pushing Probability
Starting at 1st level, luck fluctuates around you in mysterious ways. On any single dice roll that is rolled by any creature, you may use your reaction to impose advantage or disadvantage. You can use this feature a number of times equal to your proficiency bonus before requiring a long rest. The more you use this feature, the greater the chance of your luck running out. When you use this feature, roll a d20. If the result is 1-5, the next time you use this feature, downgrade the die rolled as follows — d20 > d12 > d10 > d8 > d6. When you downgrade the d6, the die rolled resets to a d20.
Channel Divinity: Fortuitous Opening
Starting at 2nd level, as a reaction to a creature taking damage, you can use your Channel Divinity to immediately let the creature take an action. This action is in addition to any actions they may take during this round.
Slippery
Starting at 6th level, your luck is so fruitful that you gain +1 AC. Additionally, if an enemy misses a melee attack against you and is adjacent to another enemy, they must make a Charisma saving throw versus your spell save DC. If they fail, they swing into their companion using the same attack roll.
Destined Result
Starting at 8th level, when you deal damage with an attack or spell, you may add 1d8 radiant damage to the damage of that attack or spell. At level 14, this becomes 2d8 radiant damage.
Incredible Convenience
Starting at 17th level, situations work out in your favor due to bafflingly convenient circumstances. As an action and with your GM’s approval, you can introduce an element to the story that resolves an issue for you that would otherwise inconvenience you. This could be a situation such as remembering that you stashed a standard handcuff key in your belt or noticing that there are three horses left unguarded you could use to escape on. Keep this within the realm of realism for your game world. Your GM has absolute discretion to deny your usage of this ability at any time. Once you have used this feature, you cannot use it again until you take a long rest.
Previous Versions
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