Cleric
Base Class: Cleric

This Domain was created by my Dungeon Master, Garman Bowers of MD.

The deities of Luck revel in risk-­‐taking and chance.  They pay close attention to their devotees but only intervene slightly; when a bought of ill-­‐fate has set in or when a slim but fantastic chance presents itself, they may help to turn the tide.  Those who take on incredible odds and impossible challenges are rewarded for keeping the faith in the midst of great peril.  As  such, the domain of Luck is often a favorite amongst adventurers.

 

Cleric Level             Spells

1st                             bless, bane

3rd                            aid, enhance ability

5th                            blink, protection from energy

7th                            confusion, freedom of movement

9th                            commune, mislead

Fortune's Friend

Starting at 1st level when you choose this domain, you are favored by the uncanny luck granted by your deity.  When you finish a long rest, you gain one luck point. Whenever you or a creature you can see makes an attack roll, saving throw, or ability check, you can choose to spend your luck point to roll a d20.  You can choose to spend your luck point after the first die is rolled, but before the outcome is determined.  You choose which of the d20s is used for the roll.  You regain your expended luck point when you finish a long rest.

Channel Divinity: Invoke Fortune

At 2nd level, you can use your Channel Divinity to gain a limited influence over other's luck.  As an action, you present your holy symbol and speak a prayer invoking good luck.   A friendly creature you can see within 30 feet of you gains advantage on one attack roll, saving throw, or ability check.  When a creature finishes a long rest, they lose any unused roll from this feature.

Channel Divinity: Invoke Misfortune

At 6th level, you can use your Channel Divinity to bring misfortune to your enemies.   When a hostile creature you can see within 30 feet of you succeeds on an attack roll, saving throw, or ability check, you can use your reaction to present your holy symbol and speak a prayer invoking ill luck.  Roll two d20s and take the lowest number rolled to replace the hostile creature’s original roll.

Fortune's Best Friend

When you reach 8th level, your Fortune's Friend feature grants you two luck points instead of one.

Second Chance

At 17th level, when a friendly creature you can see (including you) drops below 0 hit points, you can use your reaction to plead to your deity for a second chance. Roll a d20. On a 10 or higher, the creature drops to 1 hit point instead. You regain use of this feature after a long rest regardless of the success of the roll.

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