Base Class: Cleric
You've cheated death and bended fate more times than you can count. This constant bending of fate has caused lady luck herself, to favor you. This divine favor has granted you the ability to pull the stings of fate. Allowing you to help those who need one more chance, and the ability to stop cheaters in their tracks.
| Cleric Level | Spells |
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1st |
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3rd |
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5th |
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7th |
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9th |
Cheating Death
When you choose this domain at 1st level, you gain advantage on Death Saving Throws.
Bankroll
Also starting at 1st level, you gain access to a limited pool of luck. When you roll damage or healing you can draw on this pool to increase the size of the dice rolled (max d12) no action required. As a reaction, you can extend this ability to a creature within 30 feet if you. You have charges equal to your proficiency bonus, and you regain all expended charges when you finish a long rest.
Examples: 1d8 Cure Wounds into 1d10 and 4d6 Guiding Bolt into 4d8.
Channel Divinity: Tip the Scales
Starting at 2nd level, you can use your Channel Divinity to gain a temporary influence over the scales of fate.
As a bonus action, you can enter this state for up to 1 minute or until you lose your concentration (as if you were concentrating on a spell). For the duration, whenever another creature you can see makes an attack roll or an ability check, you can use a reaction to give the roll advantage or disadvantage (your choice).
Call Ya' Bluff
At 6th level, you gain the ability to remove the luck of your enemies. As a reaction when an enemy that you can see within 30 feet of you rolls with advantage, you can turn the advantage into a normal roll. Any effects triggered by advantage are canceled.
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.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Royal Flush
Starting at 17th level, you gain a mastery over fate. Five times a day you can choose whether or not a roll made by a creature that you can see within 30 feet succeeds or fails. Each time you expend a charge you will take 2d6 psychic damage that cannot be reduced. In addition to this, you gain half proficiency in all skills that you do not already have proficiency in.
Previous Versions
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7/6/2024 2:29:43 AM
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