Cleric
Base Class: Cleric

Gods and goddesses of luck, fate, and fortune are often praised and called upon by everyone, sometimes seriously and sometimes not so much. Whether you’re casting dice at a casino, hoping to get home before the rain starts to fall, or shocked by a fateful encounter, luck and chance seems to rule over all. Clerics of these deities often understand that fate is a fickle mistress but rarely one set in stone. Luck is always a two way street and you have to be willing to accept the bad just as readily as you do the good. They’re always willing to take a chance on the unlikely because they know that their luck is what they make of it. After all, everything in life seems to be determined by a dice roll anyways…

Bonus Cantrip

When you choose this domain at 1st level, you gain the guidance cantrip if you don’t already know it. This cantrip doesn’t count against the number of cleric cantrips you know.

Blind Luck

At 1st level, when rolling an attack roll, ability check, or saving throw that you have proficiency in, you can choose to forgo your proficiency bonus for advantage on the roll. You must declare use of this ability before seeing the result of the first roll.

You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

Channel Divinity: Even the Odds

Starting at 2nd level, you can use your Channel Divinity to alter the whims of fate for you and your allies' benefit.

Whenever you or a friendly creature you can see within 30 ft makes an attack roll, ability check, or saving throw and makes a d20 roll of 9 or lower, you can use your Channel Divinity as a reaction to treat the roll as a 10. 

Additionally, if a creature you can see within 30 ft of you makes an attack roll against you or a friendly creature and makes a d20 roll of 11 or above, you can use your Channel Divinity as a reaction to force the creature to make a WIS saving throw or have their d20 roll treated as a 10.

Lucky Streak

Starting at 6th level, whenever you roll a critical success on an attack roll, ability check, or saving throw, you gain advantage on your next attack roll, ability check or saving throw. If you roll a critical failure, you instead gain disadvantage on your next roll.

Stroke of Luck

Starting at 6th level, if you make an attack roll, ability check, or saving throw with disadvantage and roll a 20 on either die, you may take the critical success instead of the lower roll unless the lower roll is a critical failure. If you make an attack roll, ability check, or saving throw with advantage and roll a 1 on either die, you must take the critical failure instead of the higher roll unless the higher roll is a critical success.

Loaded Dice

Starting at 8th level, if you ever roll a critical failure on an attack roll, ability check, or saving throw without advantage or disadvantage, roll on the Loaded Dice table to determine the magical effect produced.

D6 EFFECT
1 Roll 1d4 and regain a spell slot equal to the number rolled. If you have not expelled any spell slots of that level, you may select a slot of a lower level.
2 You instantly cast mass healing word at base level without expending a spell slot.
3 You gain advantage on all saving throws for the next minute.
4 The next attack directed towards you has disadvantage. If no attacks are made against you before you finish a short or long rest, this effect ends.
5 The next time you hit a creature with a weapon attack, it deals an extra 2d8 radiant damage or 3d8 if the creature is an undead or fiend. If you do not make any successful weapon attacks before a short or long rest, this effect ends.
6 You regain all expended uses of Channel Divinity. If you have yet to expend any uses, you gain an additional use.

 

Fortune's Favor

Starting at 17th level, if you ever roll a critical success on an attack roll, ability check, or saving throw without advantage or disadvantage, you may choose to give yourself disadvantage on the roll and keep the critical success for use on a later attack roll, ability check or saving throw. 

Choosing to store the critical success means the roll does not activate the Lucky Streak feature unless you roll a second critical success with the disadvantage given. You may only use this ability once per day and any stored critical success is lost after a long rest.

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