Gods of luck are currently lumped in with the Trickery domain, which doesn't track very well IMO. Here's my stab at a Luck domain:
Luck Domain Spells:
1st: Bane, Bless
3rd: Enhance Ability, Find Traps
5th: Bestow Curse, Remove Curse
7th: Confusion, Freedom of Movement
9th: Commune, Mislead
Bonus Feat:
When you choose this domain at 1st level, you gain the Lucky feat.
Channel Divinity - Bountiful Luck
Starting at 2nd level, you may use your Channel Divinity to restore one luck point (up to your maximum of three).
Starting at 2nd level, you can use your Channel Divinity to replenish your well of luck.
As an action, you rub your holy symbol and invoke the power of your deity. This restores one luck point (up to your maximum of three).
Share the Luck
Starting at 6th level, you may bestow your luck upon others. As a bonus action, you may transfer one luck point to any ally of your choice. You must be able to touch the ally to do so. You ally must use the luck point before their next long rest or it is lost.
Lucky Strikes
At 8th level, your weapon strikes find your enemies' weak points with supernatural accuracy. 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 weapon's damage type to the target. When you reach 14th level, the extra damage increases to 2d8.
Wheel of Karma
At 17th level, any time an enemy causes damage to you, on the following round (1) your attack rolls are made with advantage against that enemy and (2) that enemy has disadvantage on saving throws against spells cast by you. This ability can affect a number of enemies equal to your wisdom modifier in a given round.
I feel that this subclass' 1st level feature is a bit problematic. If a character played as a Variant human and played as a luck domain cleric, they would get two feats, making the character a bit OP. Second of all, if feats weren't allowed in the campaign, you couldn't choose this class.
Also, the Channel Divinity feature doesn't exactly fit in with other features from other cleric domains. For example, the Life Domain's channel divinity feature is as follows:
Channel Divinity: Preserve Life
Starting at 2nd level, you can use your Channel Divinity to heal the badly injured.
As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an undead ora construct.
The channel divinity for your luck domain just says: "Starting at 2nd level, you may use your Channel Divinity to restore one luck point (up to your maximum of three)."
Devious serpent folk devoid of compassion, yuan-ti manipulate other creatures by arousing their doubts, evoking their fears, and elevating and crushing their hopes. From remote temples in jungles, swamps, and deserts, the yuan-ti plot to supplant and dominate all other races and to make themselves gods.
I feel that this subclass' 1st level feature is a bit problematic. If a character played as a Variant human and played as a luck domain cleric, they would get two feats, making the character a bit OP. Second of all, if feats weren't allowed in the campaign, you couldn't choose this class.
Even if feats were generally not allowed, you could make an exception for the Luck domain by just pretending that the feat text was pasted in the first level ability block.
I share your concern that a free feat at 1st level might be a little overpowered, though.
I feel that this subclass' 1st level feature is a bit problematic. If a character played as a Variant human and played as a luck domain cleric, they would get two feats, making the character a bit OP. Second of all, if feats weren't allowed in the campaign, you couldn't choose this class.
It won't make it OP.
1) You can't have both because unless a Feat says so specifically you can't buy a feat twice. (Elemental Adept) 2) Even if it wasn't the Feat, but the Feat's description... the character is building their entire character around a single mechanic to alter fate... 6 times day, plus the Channel Divinity resets?
That's powerful but not exactly game breaking. It doesn't let the character do anything NEW, just gives them a high chance of success on the things they already do.
You don't need to be a Variant Human, anyone could do that if it didn't give the Feat... at level 4. I mean you could be a Halfling and take Lucky and 4th.
I feel that this subclass' 1st level feature is a bit problematic. If a character played as a Variant human and played as a luck domain cleric, they would get two feats, making the character a bit OP. Second of all, if feats weren't allowed in the campaign, you couldn't choose this class.
It won't make it OP.
1) You can't have both because unless a Feat says so specifically you can't buy a feat twice. (Elemental Adept)
I didn't mean choosing the lucky feat twice, I meant being able to choose two feats at first level. Say this hypothetical variant human luck cleric wanted the magic initiate feat as well as the luck feat granted by their class feature.
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Devious serpent folk devoid of compassion, yuan-ti manipulate other creatures by arousing their doubts, evoking their fears, and elevating and crushing their hopes. From remote temples in jungles, swamps, and deserts, the yuan-ti plot to supplant and dominate all other races and to make themselves gods.
I feel that this subclass' 1st level feature is a bit problematic. If a character played as a Variant human and played as a luck domain cleric, they would get two feats, making the character a bit OP. Second of all, if feats weren't allowed in the campaign, you couldn't choose this class.
It won't make it OP.
1) You can't have both because unless a Feat says so specifically you can't buy a feat twice. (Elemental Adept) 2) Even if it wasn't the Feat, but the Feat's description... the character is building their entire character around a single mechanic to alter fate... 6 times day, plus the Channel Divinity resets?
That's powerful but not exactly game breaking. It doesn't let the character do anything NEW, just gives them a high chance of success on the things they already do.
You don't need to be a Variant Human, anyone could do that if it didn't give the Feat... at level 4. I mean you could be a Halfling and take Lucky and 4th.
Yeah - I feel like the discussions of it being a "feat" are a little off-base. If your campaign allows feats, you get this feat for free and can't take it again. If your campaign doesn't allow feats, then a luck domain cleric gets the benefits of that feat as his first level power - just pretend that text was copied into the description of the first level ability. Under no circumstances could you have the Lucky feat twice.
The discussion is really "Is the ability to re-roll three times a day more powerful than the benefits other domains grant at 1st level?"
Also, the Channel Divinity feature doesn't exactly fit in with other features from other cleric domains. For example, the Life Domain's channel divinity feature is as follows:
Channel Divinity: Preserve Life
Starting at 2nd level, you can use your Channel Divinity to heal the badly injured.
As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an undead ora construct.
The channel divinity for your luck domain just says: "Starting at 2nd level, you may use your Channel Divinity to restore one luck point (up to your maximum of three)."
It doesn't seem that different from Knowledge's "You get to be proficient in a skill for a while."
Also, the Channel Divinity feature doesn't exactly fit in with other features from other cleric domains. For example, the Life Domain's channel divinity feature is as follows:
Channel Divinity: Preserve Life
Starting at 2nd level, you can use your Channel Divinity to heal the badly injured.
As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an undead ora construct.
The channel divinity for your luck domain just says: "Starting at 2nd level, you may use your Channel Divinity to restore one luck point (up to your maximum of three)."
It doesn't seem that different from Knowledge's "You get to be proficient in a skill for a while."
I guess that the channel divinity features in the PHB are just a bit wordy.
Devious serpent folk devoid of compassion, yuan-ti manipulate other creatures by arousing their doubts, evoking their fears, and elevating and crushing their hopes. From remote temples in jungles, swamps, and deserts, the yuan-ti plot to supplant and dominate all other races and to make themselves gods.
The argument is that replacating a feat is too much power as a Divine Ability to gain.
I'd argue that's actually pretty in line with what Clerics get.
Arcana: 2 cantrips and proficiency in Arcana... plus those cantrips are Cleric spells so use your Wisdom. That's most of "Magic Initiate" right there.
Death: proficiency in all martial weapons beats the heck out of "Weapons Master feat" plus gets a cantrip+, because it now works against 2 targets instead of one.
Forge: Proficiency in heavy armor, smithing tool, and can magically enchant a weapon/armor once a day!
.... I could keep going through every Cleric, but the point is these abilities are in line with what most Feats give if not far more powerful.
The argument is that replacating a feat is too much power as a Divine Ability to gain.
I'd argue that's actually pretty in line with what Clerics get.
Arcana: 2 cantrips and proficiency in Arcana... plus those cantrips are Cleric spells so use your Wisdom. That's most of "Magic Initiate" right there.
Death: proficiency in all martial weapons beats the heck out of "Weapons Master feat" plus gets a cantrip+, because it now works against 2 targets instead of one.
Forge: Proficiency in heavy armor, smithing tool, and can magically enchant a weapon/armor once a day!
.... I could keep going through every Cleric, but the point is these abilities are in line with what most Feats give if not far more powerful.
I agree. "Skilled" is another good comparison - that gives proficiency in any combination of three skills or tools. Compare this to the knowledge Cleric's first level ability - double proficiency in two skills, plus two languages.
Fullmetal makes a good point, the majority of the cleric level one ability are very similar to a feat, initially I thought it was just going to be too good but it has made me reconsider that point. It does make me dislike the Channel Divinity, maybe something that acts like a Bane/Bless effect Luck Siphon type thing I wonder if having both active would be too much. I picture this having the dice increase at certain levels probably up to d8. Just getting more luck per day feels boring.
I would also say don't go with the Lucky Strikes because you won't have the heavy armor proficiency that every other cleric domain that uses this (except Death domain...*shrug*) has access to. I would swap it to the Cantrip boost, because this doesn't exactly sound like an upfront fighter domain.
For bestow luck I would say make it 30 ft range, within sight.
As for the capstone ability I would say regain the luck after a short rest.
I think you did an excellent job with the spell selection, looks good in that regard.
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"Where words fail, swords prevail. Where blood is spilled, my cup is filled" -Cartaphilus
"I have found the answer to the meaning of life. You ask me what the answer is? You already know what the answer to life is. You fear it more than the strike of a viper, the ravages of disease, the ire of a lover. The answer is always death. But death is a gentle mistress with a sweet embrace, and you owe her a debt of restitution. Life is not a gift, it is a loan."
It does make me dislike the Channel Divinity, maybe something that acts like a Bane/Bless effect Luck Siphon type thing I wonder if having both active would be too much. I picture this having the dice increase at certain levels probably up to d8. Just getting more luck per day feels boring.
Other things I considered for the Channel Divinity feature:
A reskinned Bardic Inspiration
"You may use your Channel Divinity to cast Bane or Bless without expending a spell slot. When using this feature, you cast the spell at a level one level higher than the highest spell level you are able to cast."
Regarding the Lucky Strikes, the Trickery cleric also gets this and lacks the heavy armor proficiency. Plus, I like the name.
I was kinda pleased with the Wheel of Karma capstone ability, though.
For the Divine Strike I would at least make it some elemental type of damage, maybe go for the near mythical Force damage. I also still stand by the Bestow Luck should have some range, even if it is just 15ft.
after spitballing my own ideas, I think I like your set up after all. Call me a convert to the way of the luck domain. You have the luck, you can dole it out, you get extra damage on divine strike, if they decide to hit you, maybe you don't make them reroll their hit and just take it to deliver a decisive blow the next round.
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"Where words fail, swords prevail. Where blood is spilled, my cup is filled" -Cartaphilus
"I have found the answer to the meaning of life. You ask me what the answer is? You already know what the answer to life is. You fear it more than the strike of a viper, the ravages of disease, the ire of a lover. The answer is always death. But death is a gentle mistress with a sweet embrace, and you owe her a debt of restitution. Life is not a gift, it is a loan."
For the Divine Strike I would at least make it some elemental type of damage, maybe go for the near mythical Force damage. I also still stand by the Bestow Luck should have some range, even if it is just 15ft.
after spitballing my own ideas, I think I like your set up after all. Call me a convert to the way of the luck domain. You have the luck, you can dole it out, you get extra damage on divine strike, if they decide to hit you, maybe you don't make them reroll their hit and just take it to deliver a decisive blow the next round.
I just can't think of an in-game rationalization for giving the Lucky Strikes some kind of magic damage - the god isn't infusing the strikes with power as with some of the other domains, s/he is just making it so the cleric is more likely to hit the weak spots on the creature.
I'm not opposed to giving Bestow Luck some range, but I was envisioning people rubbing your arm or having you blow on their dice at the craps table.
I was also thinking of giving dice and card gaming set proficiency at 1st level, but I held off on that based on the fear that the Lucky feat was already overpowered. You all have convinced me that it's not, so I'll probably throw that in there as well. Gaming set proficiency is basically just a ribbon ability anyway.
I think a luck domain is very cool and thematic, but I think that instead of basing it around a feat, it should be based around a unique luck-ish ability. No other class or subclass depends on a feat in order to work, and it seems a bit weird to do that when you can just as easily make something else up.
EDIT: The Channel Divinity option does not specify the type of action you take when you do it.
Further, RAW, Wheel of Karma could potentialy affect multiple (all?) enemies in a round. Changing the wording to maybe say "the last creature to damage you" or something, so as to limit the strength of it a bit.
I think a luck domain is very cool and thematic, but I think that instead of basing it around a feat, it should be based around a unique luck-ish ability. No other class or subclass depends on a feat in order to work, and it seems a bit weird to do that when you can just as easily make something else up.
EDIT: The Channel Divinity option does not specify the type of action you take when you do it.
Further, RAW, Wheel of Karma could potentialy affect multiple (all?) enemies in a round. Changing the wording to maybe say "the last creature to damage you" or something, so as to limit the strength of it a bit.
It's true that most classes don't "depend" on a feat to work, but their abilities are often very similar to feats (e.g., the Skilled feat and the knowledge cleric's 1st level power). I didn't see any reason to add complexity by making something that was almost the same as the Lucky feat, and then having to deal with balance issues if the luck cleric also took Lucky as a feat.
You're right about Channel Divinity - I was thinking it would take an action. (Channel Divinity is always an action, isn't it?)
Regarding Wheel of Karma, you may be right. I guess it could in theory affect 20 creatures if they all hit you in around, but since the number of attacks/spells the cleric could perform in that round are limited, it doesn't seem like it could actually be of benefit against that many creatures. I guess an area effect spell would give you the benefit of disadvantage against a bunch of creatures, but it doesn't seem like it would come into play that often.
I guess it could in theory affect 20 creatures if they all hit you in around, but since the number of attacks/spells the cleric could perform in that round are limited, it doesn't seem like it could actually be of benefit against that many creatures. I guess an area effect spell would give you the benefit of disadvantage against a bunch of creatures, but it doesn't seem like it would come into play that often.
It should at least be limited or capped. Up to say, Wis. Modifier max creatures or something. As is, it is just TOO powerful
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I know what you're thinking: "In that flurry of blows, did he use all his ki points, or save one?" Well, are ya feeling lucky, punk?
I guess it could in theory affect 20 creatures if they all hit you in around, but since the number of attacks/spells the cleric could perform in that round are limited, it doesn't seem like it could actually be of benefit against that many creatures. I guess an area effect spell would give you the benefit of disadvantage against a bunch of creatures, but it doesn't seem like it would come into play that often.
It should at least be limited or capped. Up to say, Wis. Modifier max creatures or something. As is, it is just TOO powerful
You're right. I've edited to include the Wisdom modifier limitation, and also to make Channel Divinity read better.
seems like a good compromise. looks like a pretty solid subclass.
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"Where words fail, swords prevail. Where blood is spilled, my cup is filled" -Cartaphilus
"I have found the answer to the meaning of life. You ask me what the answer is? You already know what the answer to life is. You fear it more than the strike of a viper, the ravages of disease, the ire of a lover. The answer is always death. But death is a gentle mistress with a sweet embrace, and you owe her a debt of restitution. Life is not a gift, it is a loan."
Gods of luck are currently lumped in with the Trickery domain, which doesn't track very well IMO. Here's my stab at a Luck domain:
Luck Domain Spells:
1st: Bane, Bless
3rd: Enhance Ability, Find Traps
5th: Bestow Curse, Remove Curse
7th: Confusion, Freedom of Movement
9th: Commune, Mislead
Bonus Feat:
When you choose this domain at 1st level, you gain the Lucky feat.
Channel Divinity - Bountiful Luck
Starting at 2nd level, you may use your Channel Divinity to restore one luck point (up to your maximum of three).Starting at 2nd level, you can use your Channel Divinity to replenish your well of luck.
As an action, you rub your holy symbol and invoke the power of your deity. This restores one luck point (up to your maximum of three).
Share the Luck
Starting at 6th level, you may bestow your luck upon others. As a bonus action, you may transfer one luck point to any ally of your choice. You must be able to touch the ally to do so. You ally must use the luck point before their next long rest or it is lost.
Lucky Strikes
At 8th level, your weapon strikes find your enemies' weak points with supernatural accuracy. 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 weapon's damage type to the target. When you reach 14th level, the extra damage increases to 2d8.
Wheel of Karma
At 17th level, any time an enemy causes damage to you, on the following round (1) your attack rolls are made with advantage against that enemy and (2) that enemy has disadvantage on saving throws against spells cast by you. This ability can affect a number of enemies equal to your wisdom modifier in a given round.
I feel that this subclass' 1st level feature is a bit problematic. If a character played as a Variant human and played as a luck domain cleric, they would get two feats, making the character a bit OP. Second of all, if feats weren't allowed in the campaign, you couldn't choose this class.
Also, the Channel Divinity feature doesn't exactly fit in with other features from other cleric domains. For example, the Life Domain's channel divinity feature is as follows:
The channel divinity for your luck domain just says: "Starting at 2nd level, you may use your Channel Divinity to restore one luck point (up to your maximum of three)."
Devious serpent folk devoid of compassion, yuan-ti manipulate other creatures by arousing their doubts, evoking their fears, and elevating and crushing their hopes. From remote temples in jungles, swamps, and deserts, the yuan-ti plot to supplant and dominate all other races and to make themselves gods.
2) Even if it wasn't the Feat, but the Feat's description... the character is building their entire character around a single mechanic to alter fate... 6 times day, plus the Channel Divinity resets?
Devious serpent folk devoid of compassion, yuan-ti manipulate other creatures by arousing their doubts, evoking their fears, and elevating and crushing their hopes. From remote temples in jungles, swamps, and deserts, the yuan-ti plot to supplant and dominate all other races and to make themselves gods.
Devious serpent folk devoid of compassion, yuan-ti manipulate other creatures by arousing their doubts, evoking their fears, and elevating and crushing their hopes. From remote temples in jungles, swamps, and deserts, the yuan-ti plot to supplant and dominate all other races and to make themselves gods.
The argument is that replacating a feat is too much power as a Divine Ability to gain.
I'd argue that's actually pretty in line with what Clerics get.
Arcana: 2 cantrips and proficiency in Arcana... plus those cantrips are Cleric spells so use your Wisdom. That's most of "Magic Initiate" right there.
Death: proficiency in all martial weapons beats the heck out of "Weapons Master feat" plus gets a cantrip+, because it now works against 2 targets instead of one.
Forge: Proficiency in heavy armor, smithing tool, and can magically enchant a weapon/armor once a day!
.... I could keep going through every Cleric, but the point is these abilities are in line with what most Feats give if not far more powerful.
Fullmetal makes a good point, the majority of the cleric level one ability are very similar to a feat, initially I thought it was just going to be too good but it has made me reconsider that point. It does make me dislike the Channel Divinity, maybe something that acts like a Bane/Bless effect Luck Siphon type thing I wonder if having both active would be too much. I picture this having the dice increase at certain levels probably up to d8. Just getting more luck per day feels boring.
I would also say don't go with the Lucky Strikes because you won't have the heavy armor proficiency that every other cleric domain that uses this (except Death domain...*shrug*) has access to. I would swap it to the Cantrip boost, because this doesn't exactly sound like an upfront fighter domain.
For bestow luck I would say make it 30 ft range, within sight.
As for the capstone ability I would say regain the luck after a short rest.
I think you did an excellent job with the spell selection, looks good in that regard.
"Where words fail, swords prevail. Where blood is spilled, my cup is filled" -Cartaphilus
"I have found the answer to the meaning of life. You ask me what the answer is? You already know what the answer to life is. You fear it more than the strike of a viper, the ravages of disease, the ire of a lover. The answer is always death. But death is a gentle mistress with a sweet embrace, and you owe her a debt of restitution. Life is not a gift, it is a loan."
Regarding the Lucky Strikes, the Trickery cleric also gets this and lacks the heavy armor proficiency. Plus, I like the name.
I was kinda pleased with the Wheel of Karma capstone ability, though.
For the Divine Strike I would at least make it some elemental type of damage, maybe go for the near mythical Force damage. I also still stand by the Bestow Luck should have some range, even if it is just 15ft.
after spitballing my own ideas, I think I like your set up after all. Call me a convert to the way of the luck domain. You have the luck, you can dole it out, you get extra damage on divine strike, if they decide to hit you, maybe you don't make them reroll their hit and just take it to deliver a decisive blow the next round.
"Where words fail, swords prevail. Where blood is spilled, my cup is filled" -Cartaphilus
"I have found the answer to the meaning of life. You ask me what the answer is? You already know what the answer to life is. You fear it more than the strike of a viper, the ravages of disease, the ire of a lover. The answer is always death. But death is a gentle mistress with a sweet embrace, and you owe her a debt of restitution. Life is not a gift, it is a loan."
I think a luck domain is very cool and thematic, but I think that instead of basing it around a feat, it should be based around a unique luck-ish ability. No other class or subclass depends on a feat in order to work, and it seems a bit weird to do that when you can just as easily make something else up.
EDIT: The Channel Divinity option does not specify the type of action you take when you do it.
Further, RAW, Wheel of Karma could potentialy affect multiple (all?) enemies in a round. Changing the wording to maybe say "the last creature to damage you" or something, so as to limit the strength of it a bit.
I know what you're thinking: "In that flurry of blows, did he use all his ki points, or save one?" Well, are ya feeling lucky, punk?
I know what you're thinking: "In that flurry of blows, did he use all his ki points, or save one?" Well, are ya feeling lucky, punk?
seems like a good compromise. looks like a pretty solid subclass.
"Where words fail, swords prevail. Where blood is spilled, my cup is filled" -Cartaphilus
"I have found the answer to the meaning of life. You ask me what the answer is? You already know what the answer to life is. You fear it more than the strike of a viper, the ravages of disease, the ire of a lover. The answer is always death. But death is a gentle mistress with a sweet embrace, and you owe her a debt of restitution. Life is not a gift, it is a loan."
Just make it not say "Bonus Feat."
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
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