Base Class: Cleric
A domain for those who follow the gods of luck, fate, and chance.
Lucky Break
From 1st level, luck appears to be on your side. Before making an ability check in a skill, ability check, or tool you aren't proficient in, you can expend a use of this feature to choose to add your proficiency modifier to that check as if you were proficient. You can use this ability a number of times equal to your wisdom modifier per long rest.
Channel Divinity: Twist of Fate
Starting at 2nd level, you can use your Channel Divinity to twist fate in favour of a creature of your choice.
As an action, you present your holy symbol and touch a creature to give it a luck point as per the Lucky feat.This luck point only lasts until used, for 10 mins, or until you use this feature again, whichever happens first.
Skew the Odds
Beginning at 6th level, as a reaction to seeing a creature within 30ft make an attack roll or ability check with advantage or disadvantage, you can expend a use of this feature and force the creature to roll one additional die. They take the highest of the rolls for advantage, and lowest of the rolls for disadvantage as normal. You can use this ability a number of times equal to your wisdom modifier per long rest.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Manifest Destiny
From 17th level, when you fail an ability check or saving throw, you can use your reaction to treat that roll as a success instead. Once you use this feature, you can’t use it again until you finish a long rest.
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