Cleric
Base Class: Cleric

Gods of luck — such as Tymora, Beshaba, Erevan Ilesere and Haela Brightaxe — are deities who effect the fates of mortals with subtle influences and superstitions. They’re patrons of thieves, gamblers, merchants and adventurers alike. Their clerics are happy-go-lucky wanderers; spreading good, or ill, to all they meet. They prefer to leave things to chance, rarely making plans and instead having faith that their deity will guide them to whatever fate is best for them. Luck domain clerics tend to be carefree, fun and friendly characters who rarely take responsibility for their own actions. 

Domain Spells

1st-level Luck Domain feature

You gain domain spells at the cleric levels listed in the Luck Domain Spells table. See the Divine Domain class feature for how domain spells work.

Luck Domain Spells
CLERIC LEVEL SPELLS

1st

bane, bless

3rd

augury, prayer of healing

5th

counterspell, beacon of hope

7th

divination, guardian of faith

9th

death ward, reincarnate

Bonus Proficiencies

At 1st level, you gain proficiency with martial weapons, light armor, and medium armor.

Make My Own Luck

Starting when you choose this domain at 1st level, you can use your action to give yourself advantage on one ability check. This ability lasts for one hour, and can only be used again once the hour is up.

Channel Divinity: Better Luck Next Time!

Starting at 2nd level, you can use your Channel Divinity to force a double roll of an attack roll, ability check or saving throw.

As a reaction, when a creature you can see is making an attack roll, ability check or saving throw, you offer a quick prayer to your deity to put that creature in the hands of fate.

The target creature must make two rolls instead of one. You then choose which of the two rolls they use.

If the target creature has advantage or disadvantage on this roll, they must roll three d20s, and either the highest or lowest roll is discarded (dependant on them having advantage or disadvantage) before you choose the roll to use.

That Was Close!

At 6th level, you have a knack for just scraping by - gaining the following benefits:

- When a creature makes an attack against you and the roll equals your armour class - through divine luck - the attack misses you. You may then immediately use your reaction to move up to half your movement speed away from the attacker, provoking no attack of opportunity.

- You gain immunity to any effects, magical or otherwise, that give you disadvantage on saving throws.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. 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.

Avatar of Luck

At 17th level, You can use your action to give yourself and up to 6 allies advantage on one ability check. This ability lasts for one hour, and can only be used again once the hour is up.