Base Class: Cleric
Having thrown yourself fully into a life of chance and random happenings, the god of luck has taken an interest and wants to see just how far you can go.
Level 1: Lucky Domain Spells
You gain domain spells at the Cleric levels listed:
|
Cleric LEVEL |
SPELLS |
|---|---|
|
1st |
Bane, Bless |
|
3rd |
Aid, Enhance Ability |
|
5th |
Bestow Curse, Counterspell |
|
7th |
Death Ward, Freedom of Movement |
|
9th |
Reincarnate, Mislead |
Level 1: Mixed Blessings
As a fledgling cleric of luck you gain a pool of luck points equal to your wisdom modifier, these recharge after a long rest. Taking the luck feat does not add those to this pool. As a reaction to anyone within 30 feet of you rolling a d20 check you may apply luck, this can be done after the roll but before hearing the outcome of the roll, giving yourself or an ally advantage or an enemy disadvantage, allowing them to cancel either to make a flat roll, the catch is that you may not apply the same status twice in a row, you MUST keep the scales balanced, blessing allies then cursing enemies and back, if this rule is broken the DM may be allowed to dictate a curse upon you, be it a stubbed toe once an hour, a coin purse lost, or jilted ex lover stumbling upon you after years of searching, be creative.
Level 1: Location, Location, Location
With your divine levels of luck you always seem to be in the perfect spot to avoid danger, you may use your wisdom modifier in place of your dexterity modifier for the sake of AC and initiative
Level 2: Channel Divinity: By Any Means Necessary
Starting at 2nd level, your Channel Divinity can nearly ensure an outcome:
As an action, you may touch a creature, spend a use of your channel divinity and choose one of the following:
For 1 minute the chosen creature may not roll below a 5 on a d20, with any numbers actually rolled below treated as a 5.
For 1 minute the chosen creature may not roll above a 15 on a d20, with any numbers actually rolled above treated as a 15.
Level 6: C'mon Baby!!
At 6th level, you gain the ability to tug at the strings of fate and vie for the favour of your deity. You may use your reaction to give yourself Disadvantage on any serious roll (Dm's discretion, and cannot be influenced by your Mixed Blessings). If you succeed on the roll despite this disadvantage you regain a use of your Channel Divinity.
You can attempt this feature a number of times equal to your Wisdom modifier (minimum once). You regain all expended uses when you finish a long rest.
Level 8: Evasion
Starting at 8th level, your natural luck allows you to dodge out of the way of certain danger, 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.
Level 17: Good Luck With That
At level 17 you gain proficiency in all saving throws, and cannot be crit upon.
Previous Versions
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9/30/2025 11:36:57 AM
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9/30/2025 11:42:46 AM
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9/30/2025 11:56:01 AM
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1.0A
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