I recently went through some of my old homebrew and decided to revamp some, one of them being this luck domain cleric. I always thought that there needed to be a luck domain, since the trickery domain didn't feel right for a character worshiping a luck god. I am not a great balancer so I thought I would great to heat others thoughts on this. So far I have the features, but afterwards I'll go in depth.
Luck Domain
Expanded spell list
1stbless, bane,
3rdblur, fortune's favor
5thblink, bestow curse,
7thdeath ward, confusion
9thcircle of power, mislead
Bonus Proficiencies
At 1st level, you gain proficiency with martial weapons and all gaming sets.
Beginner’s luck
At 1st level, you learn the guidance cantrip, which doesn't count against the number of cleric cantrips you know. For you, it has a range of 30 feet.
Fortune's Friend
At 1st level when you choose this domain, you are favoured by the uncanny luck granted by your deity. When you make an attack roll, saving throw, or ability check, you can re-roll the dice and must take the new roll. You must use this ability before you know whether the roll succeeds or fails, and you can only use this ability once per turn.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Fortuitous Strike
At 2nd level, you can use your Channel Divinity to cause missed strikes to hit unexpected targets. When you or a creature within 30 ft. of you misses an attack roll, you can use your reaction to redirect the attack. You choose a new target within the same reach or range, with the attacker making a new attack roll against that target.
Fortuitous Dodge
At 6th level, you can use your Channel Divinity to cause successful strikes to miss their mark. As a reaction when a creature hits you with an attack roll, you can make them re-roll the attack, potentially causing the attack to miss. If the attack lands however, you can reduce the damage equal to your cleric level.
Divine Strike
At 8th level, your weapon strikes are infused with divine luck, hitting your enemies in the most painful places. 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 same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.
Prophet of Fate
At 17th level, as you wade into battle attacks seem to miss you while under this blessing from your deity. As a bonus action, for one minute, incoming attack rolls have disadvantage against you and you gain advantage on saving throws.
To use this feature again, you must finish a short or long rest.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
I recently went through some of my old homebrew and decided to revamp some, one of them being this luck domain cleric. I always thought that there needed to be a luck domain, since the trickery domain didn't feel right for a character worshiping a luck god. I am not a great balancer so I thought I would great to heat others thoughts on this. So far I have the features, but afterwards I'll go in depth.
Luck Domain
Expanded spell list
1st bless, bane,
3rd blur, fortune's favor
5th blink, bestow curse,
7th death ward, confusion
9th circle of power, mislead
Bonus Proficiencies
At 1st level, you gain proficiency with martial weapons and all gaming sets.
Beginner’s luck
At 1st level, you learn the guidance cantrip, which doesn't count against the number of cleric cantrips you know. For you, it has a range of 30 feet.
Fortune's Friend
At 1st level when you choose this domain, you are favoured by the uncanny luck granted by your deity. When you make an attack roll, saving throw, or ability check, you can re-roll the dice and must take the new roll. You must use this ability before you know whether the roll succeeds or fails, and you can only use this ability once per turn.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Fortuitous Strike
At 2nd level, you can use your Channel Divinity to cause missed strikes to hit unexpected targets. When you or a creature within 30 ft. of you misses an attack roll, you can use your reaction to redirect the attack. You choose a new target within the same reach or range, with the attacker making a new attack roll against that target.
Fortuitous Dodge
At 6th level, you can use your Channel Divinity to cause successful strikes to miss their mark. As a reaction when a creature hits you with an attack roll, you can make them re-roll the attack, potentially causing the attack to miss. If the attack lands however, you can reduce the damage equal to your cleric level.
Divine Strike
At 8th level, your weapon strikes are infused with divine luck, hitting your enemies in the most painful places. 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 same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.
Prophet of Fate
At 17th level, as you wade into battle attacks seem to miss you while under this blessing from your deity. As a bonus action, for one minute, incoming attack rolls have disadvantage against you and you gain advantage on saving throws.
To use this feature again, you must finish a short or long rest.