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
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For whatever strange reason, when I add Hex to the spell list, I get this error from D&D Beyond:
I have no idea why it does this, as Hex is apparently from the PHB.
Glad to hear another player wants to try out my subclass though! If they go ahead with it, I'd love to hear how it goes.
Quick question:
Not understanding the issue with Hex being replaced by Hunter's Mark. Can you explain? I have a player who wants to use this, but they are new and I'd like their spells to be correct on their sheet.
That Was Close! is to op. We can assume that the cleric has an AC of 14 to 16 due to standard gear and stat building. In that case the npcs fighting this cleric would need to roll a 15 or 17 just to hit it. I like the rest of it but this one feature seems to much.
My tweak will be that if a creature fails to hit the cleric can move half their movement without getting reaction based attacked. The rest of it is fine, as it's very exact situation which I am sure will come in handy in certain moments and not a board save all.
A good question! It is intended to be like the Lucky feat (except it can apply to any creature you can see), which says:
Hope that helps!
I have a question about the Channel Divinity: Better Luck Next Time!
"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."
Can this be used after the Attack Roll, Ability check, or Saving throw is rolled? Or is it intended to be used in a similar fashion to a Divination wizard's Portent feature, where it must be used before the roll is made?
Hi, thanks for the feedback! I'm glad that's the only thing you don't like!
To explain a bit further, I've had some players in the past that felt like they didn't do anything but heal when they played a cleric, because the rest of the party either lacked healing or played rather recklessly.
This subclass is designed so that at least 50% of the time (on average) you have a genuine excuse not to heal anyone, and be the badass cleric you really want to do. The other 50%, you gotta suck it up and heal your foolish party!
I like how the author says he doesn't want to pigeonhole clerics into a support/healing role, and then proceeds to write a subclass built around a feature that literally does just that 50% of the time.
"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."
followed by
"...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."
How is this not "the trap of being a dedicated healer and not much else", but enforced by the subclass and beyond the direct control of the player?
To clarify, that's the only thing on this page that I don't like. The rest of this subclass is both thematically and mechanically interesting.
This seems like it will be super fun to play. I love it!
The total 'to hit' number :)
Using the "That Was Close" feature, it reads "and the roll equals your armor class", is that before modifiers? Or including them? I would assume after, but it says the roll, not the total. Just curious...
Thanks!
Lucky Ted stumbles through the D&D world
No problem! Have fun, and Tymora's blessings to your halfling!
Thanks for the quick answer. I love that reasoning! The more that this pushes into luck and randomness the better. I've got a halfling luck cleric rolled up for tomorrow - she may be at the mercy/praise of her deity's whims, but she'll still have halfling luck in her favor! Thanks again.
Glad to hear that another player is giving this class a go :)
Although it's not plainly stated in the class description, my view on those 2 spells is that as they are spells that allow the DM to reveal information - they can decide how they answer the player's request depending on whether they are on a 'heads' or 'tails' day. e.g. a 'heads' day may reveal useful information to aid the players, whereas a 'tails' day may reveal information directly negative to their enemies.
The other spell on both lists is Reincarnate, because the outcome of that spell is pure luck (hopefully with hilarious results).
Augury and Divination seem to operate independently of the whole healing and ability enhancing spells vs. damaging and debilitating spells aspect, so I wonder why they're on both lists. Seems like a missed opportunity to delve further into the effects of the heads/tails. What's the point of including spells that are on both?
I otherwise really like this class concept, and hope to start playing it this coming Saturday!
A good question!
Spells that don't have an inherently positive or negative effect on a creature can be cast on either a heads or tails role. So spells like Thaumaturgy, Light, Detection spells, are good to cast at any time.
which result lets me use utility spells. or can i use them regardless, like things that don't buff or boon, like thaumeturgy and similar spells
Nope, only ability checks.
using "make my own luck" can it apply to saving throws
i was also really confused thanks for clarifying