Base Class: Cleric
Gods of Luck may be known as these names, Plutus and Fortuna, the Roman and Greek god and goddess of chance, as well as Tyche. Many other luck gods can be found with different names and appearances around the world, coming down to gamble and party. Also, they can be found handing out insanely hard tasks to adventurers with equally crazy reward, High Risk High Reward.
Chance Domain Spells
| Chance Domain Spells | |
|---|---|
| Cleric Level | Spells |
| 1st | Bane, Bless |
| 3rd | Suggestion, Crown of Madness |
| 5th | Counterspell, Enemies Abound |
| 7th | Confusion, Freedom of Movement |
| 9th | Dominate Person, Mislead |
Bonus Proficiency
You get proficiency in a Gaming Set.
Your proficiency bonus is doubled for any check you make with it.
You can also use a Gaming Set you are proficient in as a spellcasting focus and holy symbol.
Lucky Bounce
Starting when you choose this domain at 1st level, at the start of combat, before initiative has been rolled, you can flip a coin.
Heads: You get advantage on the initiative roll, and also get advantage on the first melee weapon attack you make. Advantage on the attack lasts for a minute.
Tails: You get disadvantage on the initiative roll, and the first attack an enemy makes against you has advantage. Advantage on the attack lasts for a minute.
Channel Divinity: Dealer of Chaos
Starting at 2nd level, as a reaction, whenever you or an ally within 10 ft of you rolls for an attack roll, ability check, or saving throw, you can present your holy symbol and bet a number equal to or less than 20. If it beats the DC of the number you choose, it adds half of the number you chose to it's next attack roll, ability check or saving throw. If it fails, it subtracts half of the number you chose to it's next attack roll, ability check, or saving throw.
Cheat the Dice
Starting at 6th level, you can, as a reaction whenever an ally within 10 feet rolls higher than 20 on an attack roll (including their modifier), you can make it a critical hit. You can use this ability once per short rest.
Divine Strike
Starting at 8th level, you get the ability to infuse your strikes with randomness- a gift from your deity. 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 damage. Based on what damage you rolled on it, the damage type will be different. At level 14 it goes to 2d8, and you can choose the damage type from either.
| d8 | Damage Type |
|---|---|
| 1 | Poison |
| 2 | Fire |
| 3 | Cold |
| 4 | Acid |
| 5 | Lightning |
| 6 | Thunder |
| 7 | Psychic |
| 8 | Force |
All In
At 17th level, you can choose to not halve the modifier when you use your Channel Divinity. This ability only activates when you roll higher than the number that you betted.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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11/14/2023 2:33:30 AM
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3
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1
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5e
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Coming Soon
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5/10/2024 1:24:19 AM
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7
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1
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Coming Soon
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