Cleric
Base Class: Cleric

Clerics of the domain of Luck change their fate in the moment, often reveling in the thrill of close calls. Deities of this domain are often whimsical and chaotic. The three most common deities of this domain are Asmodeus, Mystra, and Cyric, but there are many others.

Luck Domain Spells

Luck Domain Spells

Cleric Level Spells
1st Bless, Bane
3rd Enhance Ability, Mirror Image
5th Beacon of Hope, Feign Death
7th Arcane Eye, Leomund's Secret Chest
9th Legend Lore, Mislead

In the Hands of the Gods

Starting at 1st level when you choose this domain, your destiny changes at the will of the gods. At the end of each long rest, the DM flips a coin. On heads, your spells and abilities all become related to good luck: healing spells work as normal, and spells that deal necrotic damage heal the target for the same amount they would normally harm. On tails, damaging spells work as normal, but all healing spells deal necrotic damage for the same amount they would normally heal. 

Cantrips and resurrection and stabilizing spells (such as revivify, resurrection, and- if you somehow get it- reincarnate) are not affected by this. You can use Augury or a similar deity- contacting ability or spell to find out ahead of time what your luck is for that day- otherwise you find out when you first cast or use an affected spell or ability.

Deal Me Another Hand

Starting at 1st level when you choose this domain, you can request a different fate- though it may not be a good one. Once per long rest, you can request that the DM make a roll to replace any single skill check, saving throw, or attack roll you make. You must use the new roll, and can choose to have this done after you make your roll but before you know the results of the roll.

Channel Divinity: Twist Fate

Starting at 2nd level, you can present your holy symbol and speak a prayer invoking luck based on your own. A creature you can see within 30 feet of you has advantage (if the coin was heads) or disadvantage (if it was tails) on the next attack roll, saving throw, or ability check it makes, provided that it makes the roll before the start of your next turn.

That was Close!

Starting at 6th level, you have a knack for just scraping by. You gain the following benefits:

  • All attack rolls, skill checks, and saving throws with you involved favor you for purposes of ties, regardless of who would normally pass it.
  • When you are granted disadvantage on a saving throw, you add your wisdom modifier to the roll. If you would normally add your wisdom modifier, you double it.

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 1d8 radiant damage (if you flipped heads) or 1d8 necrotic damage (if you flipped tails) to the target. When you reach 14th level, the extra damage increases to 2d8.

Tempting Fate

Starting at 17th level, you make the coin flip instead of the DM and can attempt to change the mind of your deity when they decide your daily fate.

When you flip the coin to decide your luck for the day, you can choose to flip it an additional 2 times in an attempt to gain your preferred result. If the second or third flip gives a different result and you succeed in changing your deity's mind - you also gain an additional 1st, 2nd, 3rd and 4th level spell slot for the day.

 

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