Base Class: Cleric
The Gods of Chance promote unpredictability and promote taking risks over playing it safe. Gods of this Domain can be from all alignments but are primarily true neutral as that is the nature of Chance. Clerics of this Domain are experts at manipulating chance for their own benefit and are unpredictable in nature.
Domain Spells: 1st. Charm Person, Unseen Servant, 3rd. Bestow Curse, Remove Curse 5th. Legend Lore, Dream 7th. Mislead, Seeming 9th. Foresight
Blessing of the Gambler
At 1st level you can re roll any failed saving throw, ability check or attack roll. This feature comes back after a long rest.
Channel Divinity: Luck of the Draw
Starting at 2nd level you can use your Channel Divinity to give yourself or your ally advantage on any roll, whether that be damage, saving throw, death saving throw, to hit or to simply roll.
Channel Divinity: Snake Eyes
Starting at 2nd level you can use your Channel Divinity to point at any one person in your line of sight and give them disadvantage on any roll. This does not have to be used during your turn but can be used as a reaction without taking your reaction.
Channel Divinity: Test Fate
At 6th level, while dying, you can use your channel divinity to flip a coin (or roll a 1d4 with 1-2 being heads and 3-4 being tails). On a successful flip (you decide heads or tails) you will be brought back to life with half hit points but on a failed flip you instantly lose 2 death saving throws.
Jack in the Box
At 8th level you can choose to summon a random magical weapon (chosen via your DM rolling a D10 and taking that roll from the Jack in the Box Table) to use in combat. After you’re out of combat or you simply choose to get rid of the weapon, the weapon will disappear and the feature will come back after a long rest.
Jack in the Box Table: 1. Sam’s Slingshot (Does 1d4 of Psychic Damage and that’s it), 2. Bee Cannon (When fired you summon a swarm of bees that go after the person you aimed at. The swarm only lasts for the number of turns equal to your Wisdom modifier), 3. Black Dogma (A set of black gauntlets covered in ancient text no one can read. When attacking you do 8d6 Force Damage + your spell attack modifier), 4. Staff of Sticks (You can summon a bundle of sticks), 5. Scythe of Agamemnon (Each attack you do does 4d12 necrotic damage + your spell attack modifier and makes you immune to necrotic damage as long as you have the weapon), 6. Pillow of the Fairy King (You summon a pillow which can act as a shield giving you +1 AC when held in one hand +3 AC when held in both hands), 7. Crown of Neptune (You can cast the control water spell without expending a spell slot as long as you use your action and you gain the shape water cantrip as long as it is worn), 8. Horn of Everlasting Feast (when Brown any ally who is suffering points of exhaustion loses all exhaustion points and all allies gain 2d4 health but the horn must be blown using an action), 9. Sword of Souls (Does 2d8 necrotic damage and using a bonus action you can call upon any soul within the sword to give you a +1 AC for that turn), 10. Amulet of Time (You can simply look at someone and restore them to full health and full spell slots but this has only one use),
Improved Jack in the Box
At 17th level you can use Jack in the Box 3 times a Long rest or use all 3 a single use by allowing yourself to pick from the table.
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