Gods of luck are currently lumped in with the Trickery domain, which doesn't track very well IMO. A while back, I floated a homebrew Luck Domain. I've tinkered with it some since then, and here's the revised version:
Luck Domain Spells:
1st: Bane, Bless
3rd: Enhance Ability, Find Traps
5th: Bestow Curse, Remove Curse
7th: Confusion, Freedom of Movement
9th: Commune, Mislead
Lucky Soul:
When you choose this domain at 1st level, you gain the benefits of the Lucky feat. If your campaign uses feats and you already have the Lucky feat when you chose this class, it does not stack. You may instead choose a feat of your choice.
Channel Divinity - Share the Luck
Starting at 2nd level, you can use your Channel Divinity to share your luck (good or bad) with others.
As an action, you may use your Chanel Divinity to cast Bane or Bless at first level without using a spell slot or material components. When cast in this way, the spell does not require concentration.
Entropic Ward
At 6th level, you learn to magically ward yourself against attack and to turn an enemy’s failed strike into good luck for yourself. When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack misses you, your next attack roll against the creature has advantage if you make it before the end of your next turn.
Once you use this feature, you can’t use it again until you finish a short or long rest.
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.
Endless Luck
Starting at 17th level, fortune is ever in your favor. If you roll initiative and have no luck points remaining, you regain one luck point.
I really like this subclass but I have hesitations about the first couple of features.
Lucky Soul. I have such hesitation about giving out a feat as a class feature. It feels mechanically lazy, but I also understand not wanting to reinvent the wheel. Lucky is also regarded as one of the most powerful feats and is barred from many campaigns. Perhaps using the halfling feats from XGtE as inspiration there’s a way to rework this feature.
Share the Luck feels simplistic. While channel divinities often read like spells, they aren’t directly spells. Share the luck reminds me of the halfling feat Bountiful Luck and that might be a better route to take it.
Divine Strike, or Lucky Strike, is typically reserved for melee fighting clerics. Luck clerics strike me as spellcasters. Consider replacing this feature with potent spellcasting.
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
Using a feat as the 1st level ability is definitely lazy, but as you said, I saw no reason to reinvent the wheel, and not everyone uses feats anyway. Power-level wise, the first level cleric domain abilities are all roughly equivalent to feats. I know Lucky gives a lot of people heartburn, but getting to reroll three times/day doesn't seem that overpowered to me.
I can see the criticism that Share the Luck is simplistic. While I think you're right that other channel divinities don't cast spells, some of them do interact with spells (for example, Tempest Domain can use it to deal max damage on a lightning or thunder spell). If I just made it so it was a bonus action that removed the concentration requirement when you cast Bless or Bane, maybe that would be more in line? You wouldn't be getting a free spell slot, but you'd be able to cast it at any level you want, and it would be more similar to other "buff spell/buff attack" channel divinity options.
You're right that Divine Strike is usually melee clerics, but Trickery gets it as well.
Your mentioning the Halfling racial feats reminded me that Bountiful Luck is a Halfling feat, so I need to rename that feature.
I think lucky soul is too powerful. Instead, maybe have a number of times per day where you could give a creature (as a reaction probably) advantage or disadvantage on an ability check, saving throw, or attack roll. The number of times might be equal to the clerics wisdom modifier. This of course has to be done before the roll happens. While at first it may seem like 2 more luck points, (and it might be) I think that it could make the ability more unique than just giving the player a feat. Lucky is a really potent feat, because that it applies even AFTER you've seen the roll. Sure, 3 rerolls per day once a round is neat. But what (IMHO) makes lucky so good is the ability to reroll the check, after you've seen the die's result. With this, you are using a reaction (if you are in combat), and the ally has to be within 30 ft. Which is not that long of a range when it comes to it. As an example, take Caduceus from Critical Role. A few times he hasn't been able to pull of his "**** the DM!" anti crit stuff. Which makes the divine strike ability worth it. Because if you have to be closer to the action than normal, then suddenly swing that +1 mace or longsword is worth it. As clerics (IMHO) isn't nearly as good fighters as they where in 3.0 but nvm, there needs to be a reason for the cleric to stand so close to the enemy and swing. Also, I just wanna point out that this ability is REALLY DAMN ******* GOOD with a rogue. Being able to sneak attack while the cleric is 50 ft away from the enemies. Sure, the cleric can only do it 5 times per day but it has to have some kind of drawback.
While I wanna say you can only target allies, kinda like Trickery domains 1st lvl ability with blessings of **** the DMs plans as the rogue gets 32 at level 2 on his stealth check. It would be really weird and lacking if you couldn't target yourself.
Sorry for the ramble. I really like the idea of bane & bless. Some of the spells seem a little weird but when you think about it, they can really be RP'ed into channeling both good and bad luck. It's a really cool domain. I've seen a lot of domains where either it's really underpowered or really just... better than really ******* OP. But this seems like something I might play with. While there is more I wanna talk about I think this post is long enough.
This is a good suggestion for getting away from the "you get a feat" problem (though I'm still not convinced it's a problem) of my design. I need to think about whether or not it's balanced, though - being able to do it 4 or 5 times a day would be a lot. I'd also need to figure out what to do with the 17th level ability (though I guess it could just stay the same - you always have a give advantage/disadvantage use when you roll initiative).
One concern I have is if someone has both the lucky feat AND this ability, they'd really be a monster.
Gods of luck are currently lumped in with the Trickery domain, which doesn't track very well IMO. A while back, I floated a homebrew Luck Domain. I've tinkered with it some since then, and here's the revised version:
Luck Domain Spells:
1st: Bane, Bless
3rd: Enhance Ability, Find Traps
5th: Bestow Curse, Remove Curse
7th: Confusion, Freedom of Movement
9th: Commune, Mislead
Lucky Soul:
When you choose this domain at 1st level, you gain the benefits of the Lucky feat. If your campaign uses feats and you already have the Lucky feat when you chose this class, it does not stack. You may instead choose a feat of your choice.
Channel Divinity - Share the Luck
Starting at 2nd level, you can use your Channel Divinity to share your luck (good or bad) with others.
As an action, you may use your Chanel Divinity to cast Bane or Bless at first level without using a spell slot or material components. When cast in this way, the spell does not require concentration.
Entropic Ward
At 6th level, you learn to magically ward yourself against attack and to turn an enemy’s failed strike into good luck for yourself. When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack misses you, your next attack roll against the creature has advantage if you make it before the end of your next turn.
Once you use this feature, you can’t use it again until you finish a short or long rest.
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.
Endless Luck
Starting at 17th level, fortune is ever in your favor. If you roll initiative and have no luck points remaining, you regain one luck point.
I really like this subclass but I have hesitations about the first couple of features.
Lucky Soul. I have such hesitation about giving out a feat as a class feature. It feels mechanically lazy, but I also understand not wanting to reinvent the wheel. Lucky is also regarded as one of the most powerful feats and is barred from many campaigns. Perhaps using the halfling feats from XGtE as inspiration there’s a way to rework this feature.
Share the Luck feels simplistic. While channel divinities often read like spells, they aren’t directly spells. Share the luck reminds me of the halfling feat Bountiful Luck and that might be a better route to take it.
Divine Strike, or Lucky Strike, is typically reserved for melee fighting clerics. Luck clerics strike me as spellcasters. Consider replacing this feature with potent spellcasting.
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Astromancer's Homebrew Assembly
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
Using a feat as the 1st level ability is definitely lazy, but as you said, I saw no reason to reinvent the wheel, and not everyone uses feats anyway. Power-level wise, the first level cleric domain abilities are all roughly equivalent to feats. I know Lucky gives a lot of people heartburn, but getting to reroll three times/day doesn't seem that overpowered to me.
I can see the criticism that Share the Luck is simplistic. While I think you're right that other channel divinities don't cast spells, some of them do interact with spells (for example, Tempest Domain can use it to deal max damage on a lightning or thunder spell). If I just made it so it was a bonus action that removed the concentration requirement when you cast Bless or Bane, maybe that would be more in line? You wouldn't be getting a free spell slot, but you'd be able to cast it at any level you want, and it would be more similar to other "buff spell/buff attack" channel divinity options.
You're right that Divine Strike is usually melee clerics, but Trickery gets it as well.
Your mentioning the Halfling racial feats reminded me that Bountiful Luck is a Halfling feat, so I need to rename that feature.
Thanks for taking a look!
I think lucky soul is too powerful. Instead, maybe have a number of times per day where you could give a creature (as a reaction probably) advantage or disadvantage on an ability check, saving throw, or attack roll. The number of times might be equal to the clerics wisdom modifier. This of course has to be done before the roll happens.
While at first it may seem like 2 more luck points, (and it might be) I think that it could make the ability more unique than just giving the player a feat. Lucky is a really potent feat, because that it applies even AFTER you've seen the roll. Sure, 3 rerolls per day once a round is neat. But what (IMHO) makes lucky so good is the ability to reroll the check, after you've seen the die's result. With this, you are using a reaction (if you are in combat), and the ally has to be within 30 ft. Which is not that long of a range when it comes to it. As an example, take Caduceus from Critical Role. A few times he hasn't been able to pull of his "**** the DM!" anti crit stuff. Which makes the divine strike ability worth it. Because if you have to be closer to the action than normal, then suddenly swing that +1 mace or longsword is worth it. As clerics (IMHO) isn't nearly as good fighters as they where in 3.0 but nvm, there needs to be a reason for the cleric to stand so close to the enemy and swing. Also, I just wanna point out that this ability is REALLY DAMN ******* GOOD with a rogue. Being able to sneak attack while the cleric is 50 ft away from the enemies. Sure, the cleric can only do it 5 times per day but it has to have some kind of drawback.
While I wanna say you can only target allies, kinda like Trickery domains 1st lvl ability with blessings of **** the DMs plans as the rogue gets 32 at level 2 on his stealth check. It would be really weird and lacking if you couldn't target yourself.
Sorry for the ramble. I really like the idea of bane & bless. Some of the spells seem a little weird but when you think about it, they can really be RP'ed into channeling both good and bad luck. It's a really cool domain. I've seen a lot of domains where either it's really underpowered or really just... better than really ******* OP. But this seems like something I might play with.
While there is more I wanna talk about I think this post is long enough.
Best the loot and luck to you my friend! ^^
This is a good suggestion for getting away from the "you get a feat" problem (though I'm still not convinced it's a problem) of my design. I need to think about whether or not it's balanced, though - being able to do it 4 or 5 times a day would be a lot. I'd also need to figure out what to do with the 17th level ability (though I guess it could just stay the same - you always have a give advantage/disadvantage use when you roll initiative).
One concern I have is if someone has both the lucky feat AND this ability, they'd really be a monster.
Thanks for looking!