Base Class: Cleric
While most priests and clerics may consider gambling to vice that challenges and weakens their connection with god, these clerics are strengthen by the thrill of the chance to lose all that they've worked for. The Gambler domain is governed by gods of fortune, fate, fun, and sacrifice - such as Tymora, Beshaba, Savras, Lliira, and Torm - typically with the symbol of a coin. These deities may give their power to promote the excitement of forcing fortune into your favor, or to punish the hubris of their own patrons. Their clerics grow adept in the art of sleight of hand and deception, and are well equipped to handle the game of life.
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with one gaming set and three skills of your choice.
Holy Gambler
Also starting at 1st level, your fortune finds purchase in the physical world. Whenever you roll to damage or heal a creature, you may flip a coin. If the coin lands on heads, the creature loses/restores twice as many hit points. If the coin lands on tails, the creature loses/restores half as many hit points. The number of uses for this feature is determined by your wisdom modifier, with a minimum of 1. Uses of this feature are restored after a short or long rest.
Channel Divinity: Double Down
Starting at 2nd level, you can use your Channel Divinity to effect the fortune of others.
As a reaction, you present your holy symbol and elevate someone else's roll to critical status. If a creature besides you is rolling an attack, ability check, or saving throw with advantage, you can turn into a critical success. If a creature besides you is rolling an attack, ability check, or saving throw with disadvantage, you can turn into a critical failure.
Channel Divinity: Fatal Gambit
Starting at 6th level, you can use your Channel Divinity to make a bet with a foe you can see, flipping a coin into the air and claiming you can defeat them before the coin hits the ground. As an action, roll a strength check to flip a coin into the air and determine how many rounds the bet lasts. Before the coin lands, you and your allies have advantage on your declared foe. If the foe is still alive when the coin lands, you take all damage done to them while the coin was in the air. The coin will always land at the end of your turn.
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 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Know When to Fold 'Em
Starting at 17th level, your natural ability to assess risk works in conjunction with your arcane abilities. As an action, you may choose to end one spell you are concentrating on. If you do so, you may immediately regain one spell slot equal to the level of the spell slot used to cast the spell you were concentrating on or lower, and gain advantage on your next spell attack. Once you use this ability, you can't use it again until you complete a short or a long rest.
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