Cleric
Base Class: Cleric

Clerics of the Twin Goddesses are subsects of Luck clerics who pray to Tymora, the Goddess of Luck, and offer respect and fealty to Beshaba, Goddess of Ill Fortune.

This is made so I can publish the class, there is no level 8 subclass feature for 2024 cleric. Which this is pulling from for a reference. DnD Beyond should really either fix this or just undo the restrictions.

This is made so I can publish the class, there is no level 8 subclass feature for 2024 cleric. Which this is pulling from for a reference. DnD Beyond should really either fix this or just undo the restrictions.

Level 3: Gyre of Fortune

You may expend a use of your channel divinity and your Reaction to target a creature Rolling with Advantage or Disadvantage within 60 feet. If they are rolling with Advantage they instead roll with disadvantage. If they are rolling with Disadvantage they instead roll with Advantage.

Level 3: Twin Goddess Domain Spells

Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Life Domain Spells table, you thereafter always have the listed spells prepared.

Twin Goddess Domain Spells
Cleric Level Prepared Spells
3 Bane, Bless, Divine Favor, Tasha's Hideous Laughter
5 Bestow Curse, Nondetection
7 Confusion, Divination
9 Commune, Seeming

Level 3: Respect Beshaba, Praise Tymora

When you expend a spell slot targeting yourself or an ally. You can grant one creature a bonus equal to the spells level on their next D20 roll made before the end of their next turn. You can use this ability only once per turn.

While you or an ally is affected by a spell you are concentrating on makes a non-D20 roll. If they roll a 4+ on their die, they receive an additional +1 bonus to their roll.

While an Enemy is affected by a spell you are concentrating on makes a non-D20 roll. If they roll a 1 on their die it is treated as a -1 or if the effect is a penalty the penalty increases by 1.

You always have Guidance prepared and may cast it as a Bonus Action with a range of 30 Feet. Your Guidance spell also benefits Attack rolls and Saving Throws.

Level 6: Thief of Fate

You thrive on the fortune, or misfortune of those around you. When a creature rolls a natural 1 or 20 while within 30 feet of you regain a use of your channel divinity. You may do this once per Long Rest.

When rolling a D20, on a result of 8-12, you may choose to reroll but must do so before knowing if you would pass or fail. If you reroll and pass, then you regain the use of this feature. If you reroll and fail, you lose the use of this feature until you Long Rest or expend a Levelled Spell Slot to restore it (No Action Required).

Level 17: The Gods Must be Crazy

You bring about the full attention of your twin goddesses. Fate dances for you alone. 

You can activate this ability at the start of your turn, and it lasts for 1 minute or until you become incapacitated.

Each time you or an ally you can see rolls with Advantage. They may roll 3d20 and take the highest result. They critically hit on Attack rolls of 19 and 20 and automatically pass Saving Throws on rolls of 19-20. 

Each time an Enemy you can see rolls with Disadvantage. They must roll 3d20 and take the lowest result. They critically fail Attacks and Saving Throws on rolls of 1's and 2's.

Once you use this ability, you cannot use it again until you long rest.  Additionally, until you long rest all rolls over d20 rolls over 10 are treated as 10.

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