Cleric
Base Class: Cleric

The gods and goddesses of luck - including Tymora, Tyche and Avandra - influence events across the worlds through both good luck and misfortune. These gods believe in chance as their guiding principle in the universe and many of their devoted followers may leave much of their life up to chance. As a consequence of such, many gamblers, risk-takers, and adventurer's will devote themselves to these gods. Clerics of the Luck Domain will almost always leave their lives in the hands of chance and the will of their gods who tend to reward these followers with blessed luck.


Domain Spells

Luck Domain Spells

CLERIC LEVEL SPELLS
1st bless, bane
3rd invisibility, blur
5th blink, counterspell
7th greater invisibility, death ward
9th mislead, reincarnate

Bonus Proficiencies

When you choose this domain you gain proficiency with martial weapons and a gaming set of your choice.

Impose Misfortune

Also at 1st level, you can call upon your deity to impose misfortune on an attacking enemy. When a creature makes a melee attack against you, you can use your reaction to impose disadvantage on the attack roll, causing an almost unnatural haplessness to befall the attacker before it hits or misses.

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 Hit

Starting at 2nd level, you can use your Channel Divinity to allow luck's hand to guide your strikes in battle.

When you make a weapon attack, you can use your Channel Divinity to deal maximum damage, instead of rolling.

Fortune Favours The Bold

Starting at 6th level, your devotion to your deity has granted you further luck in combat.

Whenever a creature misses an attack made against you, until the end of your next turn, you gain advantage on your next attack made against 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 damage of the same type to the target. When you reach 14th level, the extra damage increases to 2d8.

Serendipity

At 17th level, opportunity attacks made against you automatically miss.

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