Cleric
Base Class: Cleric

The deities of Luck - Fharlanghn, Olladra, Mask, Tymora, and Oghma, as well as others - revel in randomness, risk-taking, and chance. Often, they pay close attention to their devotees, and intervene only slightly, turning the tide when a bought of ill-fate has overtaken them, or when a slim but fantastic chance presents itself. These gods promote taking on incredible odds and impossible challenges, and reward those who keep the faith in the midst of great peril. As such, the domain of Luck is often a favorite amongst adventurers.

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with heavy armor and martial weapons.

Divine Chance

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, the DM rolls two d20s and records the higher of the two in secret. Whenever you make an attack roll, saving throw, or ability check, you can choose to replace your roll with this secret die roll. You must choose to do so before the roll.

When you finish a long rest, you lose any unused rolls from this feature.

Domain Spells

Cleric Level Spells
1st Bane, Chaos Bolt
3rd Crown of Madness, Enhance Ability
5th Bestow Curse, Remove Curse
7th Divination, Confusion
9th  Reincarnate, Skill Empowerment

Channel Divinity: Hand on The Scales

Starting at 2nd level, you can use your Channel Divinity to gain a limited influence over the luck of others.

As a reaction, you present your holy symbol and speak a prayer invoking either good or bad luck.
Whenever a creature you can see within 30 feet of you makes an attack roll, saving throw, or ability check, you can grant them either advantage or disadvantage on the roll.

Channel Divinity: Luck of The Draw

Starting at 6th level, as an action you can spend one use of your channeled divinity to roll on the wild magic table and trigger the rolled effect to happen. At 14th level, you can roll twice on the table and take either option. 

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with the chaotic power of your deity. 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 of a random damage type. To determine the damage type, roll a d10 and refer to the following list.

1 Fire
2 Cold
3 Poison
4 Acid
5 Psychic
6 Necrotic
7 Radiant
8 Lightning
9 Thunder
10 Force

Second Chance

At 17th level, when you or a friendly creature within 30 feet of you drops to 0 hit points, you can use your reaction to plead to your deity for a second chance. Roll a d20. On a roll of 19 or lower, the creature drops to 1 hit point instead. If you roll a 20 they drop to 1 hit point and gain temporary HP equal to half their HP maximum (rounded down). Once you use this feature, you cannot use it again until you take a long rest

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