Base Class: Cleric
Gods of Luck such as Tymora, Brandobaris, Gefion, Fortuna and Garl Glittergold watch over adventurers offering their blessings of fortune to their favourites. Clerics of these gods carry their favor to the most remote corners of the realms, reveling in the joys of life while taking life endagering risk with an ear to ear smile. Often seen as hedonistic gamblers, distant from the piety of other domains they can find enjoyment even in the most dire of situations and can pull themselves safe and sound from even the most outragous of odds.
Domain Spells
You learn extra spells to your vast collection of cleric spells. You learn these additional spells at levels 1, 3, 5, 7 and 9.
Domain Spells
1st: Faerie Fire, Silvery Barbs
3rd: Fortune's Favor, Pass Without Trace
5th: Conjure Barrage, Haste
7th: Confusion, Polymorph
9th: Conjure Volley, Bigby's Hand
Idiot Savant
at 1st level you have stumbled upon talents that would match a master. You might not know what you're doing but it doesn't stop you from being really good at it.
You gain proficiency in 2 skills and 2 gaming sets of your choice and after choosing you gain expertise in one skill and one gaming set, additionally you can choose a cantrip from any class, this cantrip counts as a cleric cantrip and does not count against the amount of cantrips you know.
Feeling lucky?
When you choose this domain at 1st level you gain the ability to make an all-or-nothing gamble on your actions. Whenever you make a roll on a d20 dice you can choose to flip a coin instead, You and your DM each choose a side and flip a coin. If you win the coinflip the result of your d20 roll is considered a natural 20 and if you fail it becomes a natural 1. Advantage and disadvantage have no effect on the coinflip and are ignored.
You can use this ability once between short or long rests.
At 6th level you can use this ability twice, three times at 12th level and four times at 18th level.
(The Halfling's Lucky ability does allow to redo the coinflip on a fail.)
Channel Divinity: Stack the deck
At 2nd level you can use your Channel divinity to stack the odds in your favor.
As an action you can choose yourself and any number of creatures within 30 feet of you that you can see and grant them divine luck. All these creatures gain a d6 luck die which they can add to any attack roll, ability check or saving throw during the next minute. Once the luck die is used or is left unused when the minute is over, the die vanishes from that creature.
At 6th level the luck die becomes a d8, at 12th level a d10 and at 18th level a d12.
Channel Divinity: Mala Ultro Adsunt
at 6th level you can use your channel divinity to bring misfortune to your enemies.
As an action you can target any number of creatures within 30 feet of you that you can see and force them to make a Charisma saving throw or be cursed with misfortune.
For the next minute all creatures cursed with misfortune have disadvantage on all ability checks, attack rolls and saving throws. This curse also removes any type of advantage the creatures might have forcing them to always roll with disadvantage.
A remove curse spell will remove this effect and each affected creature can reroll the saving throw at the end of each of their turns.
Potent Spellcasting
At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Seven Leaf Clover
at 17th level your ability to do amazing things without pushing yourself too hard reaches new limits, making you even better and things you are good at.
Whenever you make a d20 roll with advantage you can add a third d20 dice and take the highest of the 3 and if you still fail the roll you gain temporary hitpoints equal to your Cleric level + twice your wisdom modifier (negative wisdom modifier ignored).
Previous Versions
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9/27/2022 6:33:05 AM
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9/27/2022 4:21:59 PM
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