Base Class: Cleric
Gods of the Luck domain revel in the chaos of randomness and chance. Often, the Gods pay close attention, providing intervention only when the die of fate lands in their devotee’s favor. The worshipers of these gods often take on incredible odds and impossible challenges and keep the faith in the midst of great peril. As such, the Gods of the Luck domain are often a favorite amongst adventuring Clerics.
The gods who rule in this domain in the Forgotten Reals Abbathor (NE), Bahamut (LG), Beshaba (CE), Brandobaris (N), Erevan Ilesere (CN), Haela Brightaxe (CG), Kurtulmak (NE), Mask (CN), Oghma (N), Tymora (CG), Vergadain (N). In the world of Greyhawk, examples of gods in the domain of Luck are Kord, the god of Strength (CG), Fharlanghn, the god of roads (N), and Olidammara, the god of thieves (CN). In the realm of Eberron, Dol Dorn (CG), The Shadow (CE), and The Traveler (CN) are good examples for a Cleric of the Luck domain.
Domain Spells
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Natural Luck
When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
*This Domain feature does not stack with Lucky feat; however, it does stack with the Lucky racial feat of Halflings. Meaning that if a Halfling is a Cleric of the Luck Domain, they may use their Lucky racial feat to reroll a 1 on the d20, and reroll it a second time if it is again a 1.
Channel Divinity: Abundance of Luck
Starting at 2nd level, You can use your Channel Divinity to spread your innate luck to your party member.
Whenever an ally that you can see within 30 feet makes an attack roll, an ability check, or a saving throw, as a reaction you may grant that ally advantage on the roll. You can choose to use this ability after they make the roll, but before the outcome is determined.
Blessed Luck
Starting at 6th level, once per short rest, when you make an ability check, attack roll, or a saving throw you can roll a d6 and add the number rolled to the ability check, attack roll, or a saving throw.
Evasion
Starting at 8th level, your natural luck always you to dodge out of the way of certain area effects, such as an ancient red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. grants you proficiency in all saving throws.
Divine Luck
Starting at 17th level, your uncanny luck grants you proficiency in all saving throws.
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