Cleric
Base Class: Cleric

The Luck Domain embodies the duality of fortune and misfortune. Clerics devoted to Meto, God of Chance and Ambition, believe boldness creates opportunity and that destiny belongs to those willing to wager everything. Followers of Qrow, God of Bad Luck and Misfortune, teach that failure, hardship, and disaster are inevitable forces that shape the world. Together, these sibling gods represent the two sides of every roll of the dice. Many clerics of this domain believe destiny is not fixed; it is a game whose odds can be played and whose probabilities bent, whether that be to their fortune or the misfortune of their enemies.

Luck Domain clerics are gamblers, kings' advisors, wandering fortune tellers, and daring adventurers. Wherever they walk, probability bends.

Bonus Proficiency

You gain proficiency in the Gaming Set of your choice.

Additionally, you gain proficiency in either Insight, Deception, or Persuasion.

Deception

You gain proficiency in Deception.

Insight

You gain proficiency in Insight.

Persuasion

You gain proficiency in Persuasion.

Favor of Fortune

Divine luck follows wherever you go.

At 1st level, when a creature you can see within 30 feet makes an attack roll, ability check, or saving throw, you can use your reaction to alter fate.

Choose one option:

Lucky Break. Roll 1d4 and add it to the roll.
Unlucky Twist. Roll 1d4 and subtract it from the roll.

You can use this feature a number of times equal to your Wisdom modifier (minimum once), regaining all uses when you finish a long rest.

Channel Divinity: Gamble with Fate

Starting at 2nd level, you can invoke divine chance itself. As an action, present your holy symbol and choose a creature within 60 feet. That creature must make a Wisdom saving throw.

On a failed save, choose one of the following effects.

Fortune's Blessing

For 1 minute:

The target rolls 1d4 and adds it to every attack roll, ability check, and saving throw.
Once during the duration, it may reroll a failed roll.


Misfortune's Curse

For 1 minute:

The target subtracts 1d4 from all attack rolls, ability checks, and saving throws.
The first time each round it rolls a natural 20, it instead counts as a normal hit.

The creature may repeat the saving throw at the end of each of its turns, ending the effect on a success.

Divine Gambler

Beginning at 6th level, whenever you roll a natural 1 or 20, choose one:

  • Gain temporary hit points equal to your Cleric level.
  • Immediately move up to half your speed without provoking opportunity attacks.
  • Regain one expended use of Favor of Fortune.

You can benefit from this feature only once per turn.

Double or Nothing

Meto and Qrow teach that those willing to risk everything deserve greater rewards.

At 8th level, when you make an attack roll, ability check, or saving throw, before rolling, you may choose to gamble with fate. 

If you do, you must roll the d20 with disadvantage, and this disadvantage cannot be negated or canceled by any feature, spell, magic item, advantage, or other effect. Roll two d20s and use the lower result regardless of any other circumstances.

Immediately after resolving the roll, choose one of the following benefits:

  • Fortune's Reward. Gain temporary hit points equal to 2d8 + your Wisdom modifier.
  • Swift Fortune. Move up to your speed without provoking opportunity attacks.
  • Favorable Odds. The next attack roll, ability check, or saving throw made by you or a creature you can see within 30 feet before the start of your next turn gains advantage.
  • Twist of Fate. One creature you can see within 30 feet must subtract 1d6 from the next attack roll or saving throw it makes before the end of its next turn.

You can use this feature a number of times equal to your Proficiency Bonus (minimum once), and regain all expended uses when you finish a Long Rest.

 

Master of Fortune

Starting at 17th level, your connection to divine fortune reaches its peak.

Whenever a creature you can see within 60 feet rolls a d20, you may use your reaction to invoke one of the following:

Fortunate Outcome

The creature rerolls the die and must use the higher result.

Doomed Outcome

The creature rerolls the die and must use the lower result.

Once you use this feature, you can't use it again until the start of your next turn.

Previous Versions

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