Cleric
Base Class: Cleric

Gods of luck - Tymora, Beshaba, Bes, and many others - bring the essence of luck to all aspects of life, allowing the chaos of the realms to fall into place. Patrons of this domain exemplify the indifferent universe, picking no favorites and doing no deeds that one would not do for others. However, Clerics of this domain can draw more risk from their patrons, enabling fate to change, and chaos to reign.

Level 1: Gambling Domain Spells

Gambling Domain Spells
Cleric Level Spells
1st Bless, Chromatic Orb
3rd Augury, Scorching Ray
5th Aura of Vitality, Mass Healing Word
7th Confusion, Divination
9th Mass Cure Wounds, Reincarnate

Level 1: I Love Gambling!!!

Starting at 1st level, your deity invokes chance and risk on all of your magical influence. You have proficiency with all gaming sets, even if you have never used them before. When you cast a spell, use an ability, or use a class feature that causes a creature to regain hit points, you can choose to roll a d20 for each creature and alter the healing given, as shown in the table below:

d20 Effect
1 Healing is reduced to 1 hit point
2-5 Healing is reduced by half your Cleric level (features/abilities) or by the level of the spell
6-15 No effect
16-19 Healing is increased by half your Cleric level (features/abilities) or by the level of the spell
20 Healing is doubled

A creature can only be affected by this ability once per round.

Level 2: Channel Divinity: HOLY SHIT

Starting at 2nd level, you can use your Channel Divinity to do what is most needed when the chips are down: Gamble even more.

As a reaction, when a creature within 30 feet of you is reduced to 0 hit points, you can expend a use of Channel Divinity to immediately play a game of roulette, place up to 2,500 worth of chips, and spin the wheel, then take your end value and divide it by 250. The target creature regains hit points equal to half the total. Then take the remaining hit points, and send it to a random creature within sight (including yourself); if the target is an ally, heal them for any remaining hit points, and if it is a hostile creature, deal damage equal to the remaining.

When you reach 11th level, you can place up to 25,000 worth of chips and spin up to 2 times.

When you reach 20th level, you can place up to 250,000 worth of chips and spin up to 3 times.

Level 6: Let It Rideee

Starting at 6th level, divine risk infects those around you, inadvertently changing the direction of fate.

You now critically fail a d20 test on a 1-2, and critically succeed on a 19-20. 

In addition, when any creature within 60 feet of you rolls a 1 or 20 on a d20 test, it must reroll and take the new result. You can use your reaction to redirect this risk to another creature within 60 feet of you. If the original roll was a 20, the creature's next roll has disadvantage, and if the original was a 1, the creature's next roll has advantage.

You can redirect this risk a number of times equal to your Wisdom Modifier (minimum of 1) and regain all uses when finishing a long rest.

Once a creature has been forced to reroll, it cannot be affected by this ability for 1 hour.

Level 8: Lucky Strikes

Starting at 8th level, all your attacks seem to be influenced by the chaos of the universe. Once on each of your turns, when you hit a creature with an attack or deal damage with any cleric cantrip, you can cause the attack to deal an extra 1d6 damage to the target. When you reach 14th level, the extra damage increases to 2d6.

Level 17: Double Or Nothing

Starting at 17th level, your deity provides you with the power to reshape reality to a degree. As a reaction, when anything happens, you can call "Double Or Nothing." When this happens, the DM determines the effect of "Double" as well as the effect of "Nothing". If the DM determines that "Double" or "Nothing" cannot be determined simply, or that either effect is too impactful to deal with, the effect fails.

Now, play a game of blackjack against the DM using cards or dice. If using dice, you roll 2d10, and the DM rolls 1d10 on the table and 1d10 in secret. You can then choose to hit (roll another d10) or stand as many times as you wish, after which, the DM shows the secret d10, and if below 17, hits until at or above 17. 1's (aces) can be counted as 1 or 11, whichever is better for you. If you or the DM go over 21, you "bust" (lose). Closest to 21 wins. If both you and the DM get the same result, the ability fails. If you win, the result that is more beneficial for you happens, but if the DM wins, the result that is least beneficial for you happens.

If more than 4 instances of 2-9 appear when playing with dice, you can choose whether to reverse this ability as if it never happened, or play another round. 

You can use this ability once per long rest.

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