Cleric
Base Class: Cleric

Gods of Luck may be known as these names, Plutus and Fortuna, the Roman and Greek god and goddess of chance, as well as Tyche. Many other luck gods can be found with different names and appearances around the world, coming down to gamble and party. Also, they can be found handing out insanely hard tasks to adventurers with equally crazy reward, High Risk High Reward.

Chance Domain Spells

 

Chance Domain Spells
Cleric Level Spells
1st Bane, Bless
3rd Suggestion, Crown of Madness
5th Counterspell, Enemies Abound
7th Confusion, Freedom of Movement
9th Dominate Person, Mislead

Bonus Proficiency

You get proficiency in a Gaming Set.

Your proficiency bonus is doubled for any check you make with it.

You can also use a Gaming Set you are proficient in as a spellcasting focus and holy symbol.

Lucky Bounce

Starting when you choose this domain at 1st level, at the start of combat, before initiative has been rolled, you can flip a coin.

Heads: You get advantage on the initiative roll, and also get advantage on the first melee weapon attack you make. Advantage on the attack lasts for a minute.

Tails: You get disadvantage on the initiative roll, and the first attack an enemy makes against you has advantage. Advantage on the attack lasts for a minute.

 

Channel Divinity: Dealer of Chaos

Starting at 2nd level, as a reaction, whenever you or an ally within 10 ft of you rolls for an attack roll, ability check, or saving throw, you can present your holy symbol and bet a number equal to or less than 20. If it beats the DC of the number you choose, it adds half of the number you chose to it's next attack roll, ability check or saving throw. If it fails, it subtracts half of the number you chose to it's next attack roll, ability check, or saving throw.

Cheat the Dice

Starting at 6th level, you can, as a reaction whenever an ally within 10 feet rolls higher than 20 on an attack roll (including their modifier), you can make it a critical hit. You can use this ability once per short rest.

Divine Strike

Starting at 8th level, you get the ability to infuse your strikes with randomness- a gift from your deity. 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 damage. Based on what damage you rolled on it, the damage type will be different. At level 14 it goes to 2d8, and you can choose the damage type from either.

d8 Damage Type
1 Poison
2 Fire
3 Cold
4 Acid
5 Lightning
6 Thunder
7 Psychic
8 Force

 

All In

At 17th level, you can choose to not halve the modifier when you use your Channel Divinity. This ability only activates when you roll higher than the number that you betted.

Previous Versions

Name Date Modified Views Adds Version Actions
11/14/2023 2:33:30 AM
3
1
5e
Coming Soon
5/10/2024 1:24:19 AM
7
1
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes