Cleric
Base Class: Cleric

V3 - Edits:

- Corrected an issue with feature snippets not displaying correctly on the character sheet.

- Added the ability to move as a reaction when a creature just misses you as part of the 'That Was Close!' feature.

V2 - Edits:

- Added tool-tips to Domain Spells.

- Domain Spells should now all appear in your known spells list - as there is no way to determine the result of your coin flip in D&D Beyond, it is up to the players to remember that they can only cast the assigned spells based on their luck for the day.

 


 

Gods of luck — such as Tymora, Beshaba, Erevan Ilesere and Haela Brightaxe — are deities who effect the fates of mortals with subtle influences and superstitions. They’re patrons of thieves, gamblers, merchants and adventurers alike. Their clerics are happy-go-lucky wanderers; spreading good, or ill, to all they meet. They prefer to leave things to chance, rarely making plans and instead having faith that their deity will guide them to whatever fate is best for them. Luck domain clerics tend to be carefree, fun and friendly characters who rarely take responsibility for their own actions. 

Note: This subclass was created for players who want to play as a cleric, but do not wish to fall into the trap of being a dedicated healer and not much else.

"Sorry Jeff! Can't heal you today, my God says so!"

In The Hands of the Gods

The prepared spells for a Cleric with the Luck domain are in the hands of their deity from day to day. At the start of each new day, the Cleric must flip a coin. A result of heads imbues the Cleric with spells related to Good Luck, and tails; Bad Luck. In addition to this, a Luck domain Cleric can only cast healing spells and ability enhancing spells with a result of heads, and can only cast damaging and debilitating spells with a result of tails.

Luck Domain Spells (Heads)

CLERIC LEVEL SPELLS
1st bless, heroism
3rd aid, augury
5th beacon of hope, clairvoyance
7th death ward, divination
9th reincarnate, dispel evil and good

 Luck Domain Spells (Tails)

CLERIC LEVEL SPELLS
1st bane, hex (N.B. This will appear as Hunter's Mark due to sharing permissions)
3rd blindness/deafness, augury
5th counterspell, fear
7th confusion, divination
9th reincarnate, mislead

Make My Own Luck

Starting when you choose this domain at 1st level, you can use your action to give yourself advantage on one ability check. This ability lasts for one hour, and can only be used again once the hour is up.

Channel Divinity: Better Luck Next Time!

Starting at 2nd level, you can use your Channel Divinity to force a double roll of an attack roll, ability check or saving throw.

As a reaction, when a creature you can see is making an attack roll, ability check or saving throw, you offer a quick prayer to your deity to put that creature in the hands of fate.

The target creature must make two rolls instead of one. You then choose which of the two rolls they use.

If the target creature has advantage or disadvantage on this roll, they must roll three d20s, and either the highest or lowest roll is discarded (dependant on them having advantage or disadvantage) before you choose the roll to use.

That Was Close!

At 6th level, you have a knack for just scraping by - gaining the following benefits:

- When a creature makes an attack against you and the roll equals your armour class - through divine luck - the attack misses you. You may then immediately use your reaction to move up to half your movement speed away from the attacker, provoking no attack of opportunity.

- You gain immunity to any effects, magical or otherwise, that give you disadvantage on saving throws.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. 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 radiant damage (if you flipped heads) or 1d8 necrotic damage (if you flipped tails) to the target. When you reach 14th level, the extra damage increases to 2d8.

A Second Chance

Starting at 17th level, you can attempt to change the mind of your deity when they decide your daily fate.

When you flip the coin to decide your luck for the day, you can choose to flip it an additional 2 times in an attempt to gain your preferred result. If the second or third flip gives a different result and you succeed in changing your deity's mind - you also gain an additional 1st, 2nd, 3rd and 4th level spell slot for the day. If both the second and third flip gives the same result and you fail to change your deity's mind - you are stuck with this result for the next 2 days, instead of one.

If you are successful in changing your deity's mind - and if you're feeling particularly lucky - you can flip another coin in an attempt to barter for an additional 5th and 6th level spell slot. On a heads, these spell slots are granted. On a tails, you revert back to your original roll for the day.

Previous Versions

Name Date Modified Views Adds Version Actions
8/1/2018 2:37:59 PM
9408
109
1
Coming Soon
8/14/2018 9:45:16 AM
1658
23
2
Coming Soon

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