Base Class: Cleric
Clerics dedicated to the gods/goddesses of luck and fortune often adopt the Luck Domain. These clerics can influence the tides of fate to tip the scales of fortune in their favour.
Turn of Luck
At 1st level, you gain the ability to influence luck in your favour. Whenever you roll one or more dice, you can change the outcome of one of the dice up or down by 1 (no action required). You can use this ability a number of times equal to your wisdom modifier, you regain all uses at the end of a short rest.
At 17th level you can change the outcome by up to 2 points up or down.
Share the Luck
At 1st level, you learn to share your luck with others. You learn the Resistance and Guidance cantrips if you don't already know them. They count as cleric spells for you.
Domain Spells
You learn the following domain spells. They count as cleric spells for you. You always have them prepared and they don't count against the number of spells you can prepare each day.
1st: sanctuary, bless
2nd: mirror image, enhance ability
4th:banishment, death ward
5th:contagion, hold monster
Channel Divinity: Blessing of Luck
Starting at 2nd level, you can use your Channel Divinity to tap into a divine source of good fortune. As an action, you can give one creature that you are touching one luck point that lasts for the next 10 minutes.
Channel Divinity: Curse of Misfortune.
At 6th level, you can use Channel Divinity to curse a creature with bad luck. As an action, you choose one creature that you can see within 60 ft. That creature must make a WIS saving throw against your spell DC. On a failure, you can use your reaction to impose disadvantage on an ability check, attack, or saving throw for the next minute.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Change Fate
Starting at 17th level, you can call on your deity to alter fate. When a creature you can see within 120 ft of you is prompted to make an ability check, attack roll or saving throw you can instead determine the number they roll. You must use this feature before the check/attack/save is rolled. Once you use this feature it cannot be used again until you finish a long rest.
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