Base Class: Cleric
Your god is mercurial. Luck is with you always... but is it good, or bad? Controlling the luck of those around you may please your god, but letting luck be your guide...?: It might bite, but it WILL empower your connection to your god!
Domain Spells
CLERIC LEVEL - SPELLS
1st - Bane, Bless
3rd - Blur, Fortune's Favor
5th - Beacon of Hope, Bestow Curse
7th - Death Ward, Divination
9th - Modify Memory, Temporal Shunt
Bonus Cantrips
You learn the *Guidance* & *True Strike* cantrips, which doesn't count against the number of cleric cantrips you know.
Fluke Strike
Starting at 1st level, you can use this ability to cast the *True Strike* cantrip as a bonus action, with a range of 120 feet, and without requiring concentration. If you do so, roll a D20. On a roll of:
- 1 - the spell warps such that you instead have Disadvantage on your next attack roll against the targeted creature, instead of advantage.
- 5 or higher - casting this spell does NOT reveal you (does NOT break stealth).
- 7 or 14 - the spell fizzles and has no effect.
- 15 OR 20 - the attack you make that benefits from this casting of the spell deals critical damage if it hits.
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.
Channel Divinity: Karma
Starting at 2nd level, you can use your Channel Divinity as an action to make luck in your area dance to your whim. Roll a d20 a number of times equal to your Wisdom Modifier and record the results as "KARMIC numbers". At any time in the next 1 minute, when a d20 roll is made within 30ft of you, other than by you, you may use your reaction to substitute the results of that roll (AFTER advantage or disadvantage has been applied) with any of your KARMIC numbers. You may only use each KARMIC number once, and must use one of the remaining KARMIC numbers in place of your next d20 roll. You cannot use another KARMIC number on anyone else until you have used one on yourself.
Serendipity
At 6th level choose either *Bane* or *Bless* (this choice is permanent). You may now use Serendipity to cast your chosen spell at first level, either as a bonus action OR without using a spell slot (choose each time). You may still cast your chosen spell as an action and using any spell slot you have available, when not using Serendipity.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
Kismet
At 8th level, you gain the benefits of *Bless* once per round. When you reach 14th level, you gain all the benefits of *Bless* permanently.
Godsent Prosperity
At 17th level, your gods mercurial nature imbues your aura. The following table effects all rolls of a d20:
1 or 2 - auto fail (overrides reliable talent type effects)
5 or 14 - subtract 1d4 OR, if applicable, do NOT add bless
6 or 13 - add 1d4 (in addition to bless if applicable)
7 or 12 - add your wisdom modifier to the roll
16 or 18 - add 2d4 (in addition to bless if applicable)
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