Cleric
Base Class: Cleric

Gods of Luck, Fortune or Fate, all loom over one fundamental fact of reality: Fate is a roll of the dice. Many gods and goddesses claim Luck or Fate among their portfolios. There are two types of people who follow and worship god of luck. Some believe in fate, that the universe has a plan for everyone and every thing, and wish to have say in how their story plays out. Others believe in chance, and pray for the chance to steer things in a more favourable direction. Regardless of their leanings, Clerics of the Luck Domain find themselves inherently more swayed by circumstance and use their magics to manipulate probability itself.

Domain Spells

1st Level - Bane, Shield

3rd Level - Enhance Ability, Hold Person

5th Level - Bestow Curse, Remove Curse

7th Level - Aura of Purity, Death Ward

9th Level - Reincarnate, Skill Empowerment

Mixed Blessings

At 1st level, the blessing of your deity naturally distorts the probability of every action you take, good or bad. Whenever you make a roll with Advantage you roll 3 dice and take the higher of the three. Conversely, whenever you make a roll with Disadvantage you roll 3 dice and take the lower of the three.

Additionally, you gain the effects of the Lucky feat, with a number of Luck points equal to your Channel Divinity uses (mininum one).

Channel Divinity: Alter Odds

Starting at 2nd level, you can use your Channel Divinity to nudge the odds in your favour.

As a reaction when a creature you can see within 30 feet of you rolls a dice with advantage or disadvantage, you can force that creature to roll without the extra die instead.

At 11th level, you may instead force that creature to roll with advantage instead of disadvantage or vice versa.

Tempting Fate

At 6th level, you gain the ability to tug at the strings of fate and vie for the favour of your deity. You may use your reaction to give yourself Disadvantage on any roll (including your Mixed Blessings). If you succeed on the roll despite this Disadvantage you regain a use of your Channel Divinity.

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

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with good fortune. Once on each of your turns when you hit a creature with a weapon attack, you can reroll one damage die of your choosing and take the higher value. If the values are the same, instead add them together. When you reach 14th level, you may reroll two damage dice (or reroll one damage die twice).

Good Luck With That

At 17th level, good fortune is a fact of your very being. You are immune to critical hits and special effects triggered by critical hits against you are cancelled automatically.

Previous Versions

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