Base Class: Cleric
The Luck Domain focuses on tipping the scales of fate. Through manipulation of luck, Clerics of this domain have an advantage when reliant on chance.
This domain is particularly associated with the gods of chance and fate.
Level 3: Fortunate Blessing
You may add half your Wisdom modifier (rounded down) to any d20 test you roll that has no modifiers, advantage, or disadvantage applied. In addition, you gain a +1 to all saving throws in which you are not proficient.
Level 3: Burst of Luck
As a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity to be granted extremely good luck for a short period of time. Choose a number of creatures up to your Wisdom modifier within 30 ft of you. Both you and the chosen creatures gain advantage on all d20 tests until the start of your next turn.
Level 6: Leave it to the Fates
When you have net advantage and a positive modifier on a d20 test, you may eliminate both before rolling. Alternatively, when you have net disadvantage and a negative modifier on a d20 test, you may eliminate both before rolling.
Level 6: Bestow Bad Luck
Immediately after a creature lands an attack roll or succeeds an ability check within 30 ft of you, you can use your reaction to grant bad luck. The creature must reroll the attack roll or ability check and take the lower roll. You may use this ability a number of times equal to your Wisdom modifier per long rest.
Level 17: Luck's Favor
Whenever creatures roll a 17 or higher on the die of an attack roll against you or on a saving throw to resist one of your spells' effects, it is counted as a 16. Also, whenever you roll d20 tests, you may treat any rolls of 6 or lower as a 7.
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