Cleric
Base Class: Cleric

Actions have consquences, those who do good in this world will have fortune favor them. For those who tred the path of the selfish, the cruel and the evil; only woe will be their companion. The Karmic Domain seeks to keeep the world flowwing in this state, tipping the scales of fate where needed to ensure the righteous prevail over evil.

Bonus Cantrip

When you choose this domain at 1st level, you gain the Guidance cantrip if you don't already know it; this counts as a cleric cantrip for you. This doesn't count against the number of cleric cantrips you know.

Karmic Retaliation

Whenever an ally is attacked by a creature you can see, you can use your reaction to give another ally within 30ft of you advantage on their next attack against the creature. This ability can be used a number of times equal to your Wisdom modifier (minimum of 1) per short rest.

Channel Divinity: Eye for an Eye

Starting at 2nd level, you can hasten the comeuppance a foe receives for their transgressions.

When an ally receives damage from the direct actions of a creature you can see within 30ft, you may use your reaction to cause them to take the same damage that the ally received.

Balance the Scales

At 6th level, you start influencing the scales of fate, pushing them one way or another as needed. When an ally within 30ft of you rolls a 1, you may choose to store that roll as a misfortune. While you have a misfortune, any time a creature would roll, you may expend the misfortune and choose for them to roll a 1 instead.

Additionally, whenever an enemy within 30ft of you rolls a 20, you may choose to store that roll as a fortune. While you have a fortune, any time a creature would roll, you may expend the fortune and choose for them to roll a 20 instead.

For this ability to work, the roll must end on a 1 or 20. For example, you cannot store a 1 that was rerolled away with a feature such as Lucky.

You may only store 1 roll at a time.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric Cantrip

Karmic Assault

At 17th level, you can designate a target for your Karmic assault, bringing forth the universe's vengeance down for their past misdeeds. Choose a target within 30ft. The target must make a Charisma save against your spell save DC. On a failure, the target must make all ability checks, attack rolls and saving throws at disadvantage. The target may repeat the save at the end of each of their turns, subject to the disadvantage effects of this ability. This ability may be used once per long rest.

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