Cleric
Base Class: Cleric

The divine arcane of Fortune clergy allows its most holy followers to bend wealth and luck to their will. Fortune Domain clerics are granted the ability to transmute their skin to gold and bless themselves, objects and others with luck.

Fortune Domain Spells

Cleric Level 

Spells 

1st 

Detect Magic, Silvery Barbs 

3rd 

Fortune’s Favour, Magic Weapon 

5th 

Counterspell, Magic Circle  

7th 

Antimagic Pulse, Stone Shape 

9th 

Holy Weapon, Legend Lore 

Lucky Charms

Starting when you choose this domain at 1st level, you choose two weapons you a proficient in, and two skills of your choice. Whenever you make an attack roll using these weapons, or an ability check using these skills, you can roll a d4 and add it to the roll. This die increases as you gain levels in this class (d6 at 5th level, d8 at 11th level, d10 at 17th level. 

Channel Divinity: Goldskin

Starting at 2nd level, you can use your Channel Divinity to transmute your skin into gold. 

As an action, you present your holy symbol and transform your skin into gold. This transformation lasts for 1 minute and grants you the following benefits: 

  • You glow bright light in a 20-foot radius, and dim light for an additional 20 feet. 
  • You are immune to the frightened and charmed conditions. 
  • You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. 

Channel Divinity: Blessed Luck

Starting at 6th level, you can use your Channel Divinity to bring fortune to others. As a bonus action you can imbue a luck node to a target you can see within 60 feet of you. The target can use the luck node to reroll an attack roll, ability check, or saving throw, and it can choose which roll to use. A target can only have one luck node at a time. The luck node lasts until you regain your expended Channel Divinity uses, or when it is used. 

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 force damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Meta Luck

At 17th level, whenever a creature that you can see within 60 feet of you makes an attack roll, ability check, or saving throw, you can use your reaction to roll a d6 and add to, or subtract from, the target’s roll. 

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