Cleric
Base Class: Cleric

Gods of luck — such as Tymora, Istus, Olladra, Tyche, Caerus, Shai, Bes, and Hermod — hold sway over chance and fate. They are called upon to bring forth good fortune and wealth, both to individuals and to entire towns. The most devout followers of these gods have a laid-back approach to life, content to put their fate in the hands of their god, and travel the realms bringing better luck to those they find deserving. Other gods of luck such as Beshaba and Ralishaz have a more malevolent nature, bringing forth ill luck and misfortune; clerics to such deities have a more mischievous personality.

Luck Domain Features

Cleric Level Feature
1st Domain Spells, Unarmored Defence, Bonus Proficiencies, Graceful Agility, Critical Fortune
2nd Channel Divinity: Lucky Dodge, Channel Divinity: Lucky Save
6th Channel Divinity: Luck God's Blessing
8th Divine Strike (1d6+)
14th Divine Strike (2d6+)
17th Divine Evasion

Domain Spells

You gain domain spells at the cleric levels listed in the Luck Domain Spells table. See the Divine Domain class feature in the Player's Handbook (p. 58) for how domain spells work.

Luck Domain Spells

Unarmored Defense

Beginning at 1st level, enemy blows have a tenancy to miss you when you put your trust in your deity. While you are wearing no armor, your Armor Class equals 9 + your Dexterity modifier + your Wisdom modifier. You can use a shield bearing the emblem of your deity and still gain this benefit.

Bonus Proficiencies

Also at 1st level, you gain proficiency with martial weapons and dice sets.

Graceful Agility

When you choose this domain at 1st level, you gain proficiency with Dexterity saving throws instead of Charisma saving throws*. Note that this feature only affects characters whose initial class is cleric, and does not affect characters who multiclass into the Luck Domain at higher character levels.

This feature is optional. If you or your DM don't want it to be applied to your character, select the "Not Applicable" option for this feature.

*Due to limitations with the D&DBeyond homebrew creator, your proficiency with Charisma saving throws can not be removed. This is corrected for with a negative modifier to your Charisma saving throws which exactly offsets your erroneous proficiency. You must select your proficiency modifier as a class option when you reach 1st, 5th, 9th, 13th, and 17th character level.

1st to 4th Level Character: +2 proficiency correction

Negates a spurious Charisma saving throw proficiency, correcting for a +2 proficiency modifier (for character levels 1 to 4).

5th to 8th Level Character: +3 proficiency correction

Negates a spurious Charisma saving throw proficiency, correcting for a +3 proficiency modifier (for character levels 5 to 8).

9th to 12th Level Character: +4 proficiency correction

Negates a spurious Charisma saving throw proficiency, correcting for a +4 proficiency modifier (for character levels 9 to 12).

13th to 16th Level Character: +5 proficiency correction

Negates a spurious Charisma saving throw proficiency, correcting for a +5 proficiency modifier (for character levels 13 to 16).

17th to 20th Level Character Multiclassed: +6 proficiency correction

Negates a spurious Charisma saving throw proficiency, correcting for a +6 proficiency modifier (for character levels 17 to 20).

17th to 20th Level Cleric: Charisma saving throw proficiency reinstated

By virtue of Divine Evasion, you are granted proficiency in Charisma saving throws (for cleric levels 17 to 20).

Not Applicable

If you are a multiclassed character who did not choose cleric as your starting class, you are not affected by Graceful Agility. You retain the saving throw proficiencies of your starting class.

You also may select this option if you choose cleric as your starting class, but do not wish to utilise the Graceful Agility feature. You retain the saving throw proficiencies usually granted to clerics: Wisdom and Charisma.

Critical Fortune

Also starting at 1st level, your innate luck sometimes bends the path of fate in your favor. Seemingly mundane events manifest into critical successes for you.

When you roll an 11 on a d20 for an attack roll, ability check, or saving throw, you can change the value of that die into a 20. When you use this feature to change the result of an attack roll, the new result scores a critical hit.

Once you reach 6th level, you gain another option for this feature. When you have either advantage or disadvantage for an attack roll, ability check, or saving throw, and you roll the same value on both d20s, you can change the value of both dice into a 20.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Channel Divinity: Lucky Dodge

Starting at 2nd level, you can use your Channel Divinity to harness the luck of your deity and steer attacks away from you. When you are hit by an attack, you can use your reaction to momentarily increase your Armor Class. Against the triggering attack, you have a +10 bonus to your Armor Class.

Channel Divinity: Lucky Save

Also starting at 2nd level, you can call on your deity to save you from harm. When you fail a saving throw, you can use your Channel Divinity to reroll the saving throw. You can use this feature even if you are incapacitated.

Channel Divinity: Luck God's Blessing

Starting at 6th level, when a creature you can see within 30 feet of you is hit by an attack roll, you can use your reaction to momentarily grant that creature a +10 bonus to their Armor Class against the triggering attack, using your Channel Divinity.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d6 damage to the target, with a damage type determined as described below. When you reach 14th level, the extra damage increases to 2d6.

To determine the type of damage inflicted by your divine strike, roll two d4s. Choose one of the d4s. The number rolled on that die determines the attack’s damage type, as shown below.

d4 Damage Type
1 Force
2 Necrotic
3 Radiant
4 Same type as that dealt by the weapon

If you roll the same number on both d4s, increase the amount of divine damage dealt by 1d6. If you are 14th level or above, the extra damage increases by 2d6 instead.

Additionally, when you roll the same number on both d4s, roll a third d4. If this value is the same as the first two d4s, increase the divine damage dealt by a further 1d6.

Divine Evasion

At 17th level, your ability to evade danger increases to new levels. You gain proficiency in all saving throws. Additionally, your Armor Class increases by 1.

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Luck Domain Image

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