Base Class: Cleric
With a flip of a coin you may help or hinder. It’s all a game of chance.
Risk Domain Spells
These spells are always prepared and don’t count towards your number of spells you may have prepared.
Chance Domain Spells[edit]
| Cleric Level | Spells |
|---|---|
| 1st | bless, bane |
| 3rd | silence, shatter |
| 5th | bestow curse, beacon of hope |
| 7th | death ward, blight |
| 9th | insect plague, mass cure wounds |
Bonus Proficiencies
When you choose this domain at 1st level, you gain proficiency with the Insight and Persuasion skills.
Risky business
Starting from when you choose this domain at 1st level, your deity lets you heighten your abilities so long as you take the risk it comes with. You gain advantage on one attack roll, ability check, or saving throw once. After using this feature, the next time you cast a spell of 1st level or higher, you flip a coin. If it lands on heads, your spell manifests with a bit of payoff for winning the gamble, you roll 1 addition die when rolling for the spells effect. If it lands on tails, your spells fails and you pay the price of your risk, you take 1d6 damage. If you land on tails your deity will urge you to take the bet again, you may flip the coin again the next time you cast a spell of 1st level or higher for the same risk, if you choose not too or you land on heads you must finish a long rest to regain use of this feature.
the additional die is increased to 2 and self damage is increased to 2d8 at level 10.
For better or worse
Starting from 2nd level, you can call upon the gods of fate as bonus action. Call either Heads or Tails then flip a coin, if you predicted correctly you gain advantage on your next ability check or attack roll but if you were wrong you have disadvantage instead. This must be used before the check is rolled. You may do this a number of times equal to your proficiency bonus.
Channel Divinity: Fate’s Favorite Game
- Starting from 6th level, you can channel divinity to gamble for a different outcome. When another creature you can see makes an attack roll, ability check, or saving throw, you can use your reaction to flip a coin and roll a d6. If it lands on tails apply the number rolled as a bonus to the creature's roll. If it lands on heads you apply it as a penalty to the creature’s roll. You can use this feature after the creature rolls but before any effects of the roll occur.
Calling the shots
- Starting from 8th level, you begin to understand how to manipulate the reward of your risk, and you can use this to your advantage. You can only use this feature once per long rest. As a bonus action you call heads or tails then flip your coin, if you predicted correctly you can gain any one of the following effects:
- Any attack rolls against you have disadvantage for 1 minute
- You can add a d6 plus your proficiency to any ability checks that you make or assist with for 5 minutes
- You can cast Bane or Bless as a cantrip for 10 minuets
- For the next hour, you can add your proficiency to any ability check or attack roll if you are not already proficient
Saving gambit
Starting from 17th level, when you or a friendly creature within 10 feet of you drops to 0 hit points but are not instantly killed, you can use your reaction to plead to your deity for a second chance. Call heads or tails then Flip your coin, if you predicted correctly, the creature drops to 1 hit point instead.
Once you use this feature, you cannot use it again for 7 days, regardless of the result.
Previous Versions
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10/11/2021 5:17:16 AM
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Coming Soon
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