Base Class: Cleric
These clerics have had an trueview on the world around them, which to their knowledge is a tabletop rpg game where very powerful gods control and puppeteer people, to which these gods are called Players, who are under the rule of a even more powerful god named, the Dungeon Master, the god of all gods, the creator and destroyer of worlds. They believe that they are the only creatures that have power of freedom, and are not being controlled by these epic gods, when in reality, they are, they just don't know it. These clerics will follow any quest given to them, for they know it is a task given by the grand god, the Dungeon Master.
Note- This subclass is very Meta
Domain Spells
1st level: Bless, Detect Magic
3rd level: Spiritual Weapon, Detect Thoughts
5th level: Blink, Clairvoyance
7th level: Divonation, Locate Creature
9th level: Commune, Legend Lore
Luck of the Roll
The DM gives you imminsive luck.
Starting at 1st level when you choose this domain, you are favored by the uncanny luck granted by the grand DM. 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. If the roll was a 1 or a 20, if you use this roll, the DM must tell the you either the crit success or crit failure, and then you can't use this feature until a long rest. Be noted that if the roll was not a 1 or a 20, you can use this feature anytime, but the DM can't say what the number is, just if you succeded, or failed.
When you finish a long rest, you lose any unused rolls from this feature
True Sight
Also starting at 1st level, you can now cast Identify at will.
Channel Divinity: I call for a reroll!!!
Starting at 2nd level, you can use your Channel Divinity to redo a roll.
After you or another player rolls, you may present your holy symbol, and yell into the heavens that you call for a reroll. You or the other player may reroll their dice. This can only be used once per player at a time.
Extreme Luck of the Roll
The DM gives you incredible luck.
When you reach 6th level, for your Luck of the Roll feature, your DM rolls three d20s, instead of two, and records the highest of the three.
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 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Second Chance
At 17th level, when you or a friendly creature within 10 feet of you dies, you can use your reaction to plead to the grand DM for a second chance. Roll a d20. On an 11 or higher, the creature drops to 1 hit point instead.
Once you use this feature, you cannot use it again for 7 days, regardless of the success of the roll.
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9/21/2019 10:47:19 PM
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2/26/2021 2:44:42 AM
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