Cleric
Base Class: Cleric

The power of the gods has forged the visible fabric of the universe. The earth, the seasons, magic-even life itself-are majestic representations of godly power. While subtely does not become most of them, there are a handful of gods who enjoy pulling the strings from behind the veil. Such is the stance of the gods of the Luck Domain. Tymora, Bahamut, and even Oghma display their influences in these ways, altering slightly the swing of a sword, the roll of a dice, or the blow of a breeze to influence the world in massive and often unforeseen ways. Followers of these gods understand well the minor influences of luck and chance and understand them to be equal to skill in determing the measure of a hero in the short term-and akin to fate in determining the condition of the realm in the long term.

Domain Spells

Luck Domain Spells

CLERIC LEVEL

SPELLS

1st

Bane, Bless

3rd

Aid, Enhance Ability 

5th

Bestow Curse, Remove Curse

7th

Death Ward, Divination

9th

Circle of Power, Skill Empowerment

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency in all Gaming Sets.

Your proficiency bonus is doubled for any ability check you make that any of these tools.

Evening the Odds

Also starting at 1st level, you can bend a moment of good or bad fortune back to an even keel. When a creature you can see within 30 feet of you makes an attack roll, ability check, or saving throw with either advantage or disadvantage, you may force them to make that roll with neither advantage nor disadvantage as a reaction. 

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest

Channel Divinity: Dealer of Chance

Starting at 2nd level, you can use your Channel Divinity to alter the luck of others while they remain in fortune's side. 

As an action, you present your holy symbol and invoke the fates. Choose any number of creatures within 30 feet of you. These creatures each roll a d20, adding no modifiers. A friendly creature targeted by this ability makes this roll with advantage, and hostile creatures make this roll at disadvantage.

If a creature rolls an 11 or higher, they gain the benefits of the Bless spell for 1 minute, or until the roll a number lower than 6 on a d20, whichever is shortest.

If a creature rolls an 10 or lower, they gain the detriments of the Bane spell for 1 minute,  or until the roll a number higher than 14 on a d20, whichever is shortest.

 

Channel Divinity: Fool's Gambit

Beginning at 6th level, you can implore the gods to sweeten a victory through a game of chance-at the cost of potential failure. When a creature you can see within 30 feet of you hits with an attack and before damage is resolved, you may call high or low, and roll a d20 as a reaction. If the result is 11 or higher, it is high. If the result is 10 or lower, it is low.

If you guessed correctly, resolve the attack as a critical hit. If you guessed incorrectly, resolve the attack as a fumble.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Avatar of Favored Fortune

Starting at 17th level, your very presence is enough to shine fortune's favor upon your endeavors.

When a friendly creature within 30 feet of you makes an attack roll, ability check, or saving throw at disadvantage, they may take the average of the 2 rolls (rounded up) in place of picking the lower roll. 

When a hostile creature within 30 feet of you makes an attack roll, ability check, or saving throw at advantage, they must take the average of the 2 rolls (rounded down) in place of picking the higher roll. 

Previous Versions

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