Cleric
Base Class: Cleric

Let’s be honest, you could have all the proficiency and practice in the world, but at the end of the day, what is life if not a random roll of the dice? Clerics of Luck simply seek to tilt the odds a little more in their favour, for better or worse. 

This domain belongs to gods on both sides of the coin. Those concerned with good fortune and blessings include Tymora, Bahamut and Oghma whereas those who tamper with the darker side of fortune include Besheba and Abbathor.

Gambler's Flair

At 1st level, you become proficient in either Deception or Sleight of Hand and with one gaming set of your choice.

Luck Domain Spells

You gain domain spells at the Cleric levels listed:

Cleric LEVEL

SPELLS

1st

bane, bless

3rd

aid, [spell]enhance ability[/spell]

5th

[Tooltip Not Found]

7th

death ward, banishment

9th

reincarnate, contagion

Fortunate Friends

From 1st level, those healed by your hands also receive a small amount of your luck. Whenever you use a spell to restore hit points to a creature, that creature can add your Wisdom modifier to their next ability check or saving throw. This ability does not stack and only one ally can be blessed with your good fortune at a time. At 10th level, multiple creatures can receive this boon.

Channel Divinity: Twist of Fate

Starting at 2nd level, whenever a creature you can see within 30ft of you would take damage from an attack, as a reaction you can use your Channel Divinity to bestow supernatural luck upon it. You reduce the damage the creature would take by 1d10+WIS+Cleric level. From 6th level, if this reduces the total damage to 0, the damage is reflected back at its source. 

Channel Divinity: Jinx

Beginning at 6th level, if a creature attacks you and rolls a natural 20, as a reaction you can use your Channel Divinity to try and twist their luck against them.

The creature attacking you must roll a Wisdom save against your Spell Save DC. If they fail, the roll total stays the same but the bonus from the natural 20 is negated.

If they roll less than 10 total, that natural 20 becomes yours upon your next attack against that creature.

Loaded Dice

Starting at 8th level, whenever you roll a 1 on damage dice from a melee attack or cantrip, you can reroll that dice and must take the new roll.

Lucky Dip

Starting at 17th level, you place your trust in the fates. As an action, you can roll a d8 and gain one effect from the lucky dip table below. You may use this feature once per long rest.

 

Number

Effect

1

You are under the effects of haste.

2

Hostile creatures within 60ft of you become prone.

3

The nearest hostile creature to you becomes afflicted with slow.

4

Your nearest ally gains spectral wings and has a flying speed equal to their walking speed for one minute.

5

1d4 unicorns or balguras (depending on your alignment) appear within 60ft of you. They are not allied to you, nor are they hostile. The DM rolls their initiative and their attacks. Good luck.

6

Two allies of your choice within 30ft of you heal 8d4 hit points.

7

One hostile creature of your choice becomes blinded for 1 minute.

8

You and all friendly creatures that can see you have advantage on their next attack roll.

Luck Domain Image

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