Base Class: Cleric
The Chance Domain Cleric worships chance and randomness. A Chance Cleric might be a notorious gambler, or someone who has suffered a catastrophic accident of fate and has decided to embrace the will of the gods as random. They may worship a god of gambling, or a tempestuous and fickle goddess of tempests, or they may worship cosmic randomness itself.
Regardless of their love of rolling the dice and taking risks, a Chance Cleric does not simply seek pure chaos, but instead beating the odds, the thrill of the surprise, the one moment of coincidence that saves (or dooms, depending on their alignment), everyone. They may often decide to flip a coin to make important decisions, but do not strictly leave decisions up to chance. They would not live long otherwise.
Gambler's Gambit
Also starting at 1st level, you embrace whatever randomness life may throw at you. After a long rest, you chose two numbers between 1 and 20. Assign one of those numbers as the unlucky number, the other as the lucky number. The lucky number is treated as the number for a critical success instead of 20. The unlucky number is treated as the number for a critical failure instead of 1. You cannot pick the same numbers two long rests in a row. If an obvious pattern to your choices emerges, your DM may gently remind you of the domain you have chosen.
You gain two random spells from the sorcerer spell list that is of a spell level you can learn. These count as your domain spells. You may choose this spell by rolling the appropriate number of dice on a numbered list of spells assembled according to the rules of Beseech Chance, or another random method.
Channel Divinity: Invite Chance
Starting at 2nd level, you can use your Channel Divinity to conjure up a random effect.
As an action, you present your holy symbol and evoke cosmic chance. Roll for an effect on the Wild Magic Sorcerer's Wild Magic Surge Table.
Two of A Kind
Starting at 6th level, once per short rest, you may roll 5d6. If at least two of the dice show the same number, immediately regain a spell slot of your choice that is 3rd level or less. Regain an additional slot for each additional die that shows the same number. If you roll a Full House (two of a kind and three of a kind), regain all spell slots.
You gain two random spells from the sorcerer spell list that is of a spell level you can learn. These count as your domain spells. You may choose this spell by rolling the appropriate number of dice on a numbered list of spells assembled according to the rules of Beseech Chance, or another random method.
Beseech Chance
Beginning at 8th level, once per long rest, you can roll a d100 to cast a random spell from the Cleric spell list. When you first get this feature, you must decide on a system the list is ordered by (alphabetical, by level, etc). You may not manually order the list. It is recommended you or the DM assemble a numbered list you can consult. If the number you rolled is not on the list, reroll until you roll a number that is. If the spell is above your level, you must pass a DC10+the spell's level WIS Check to cast it. If you fail, roll on the Wild Magic Surge table. If you are successful, you cast the spell without expending a spell slot, but otherwise with its normal conditions. Should the Cleric Spell list at the time of your game include significantly more than 100 spells, your DM may allow you to roll an appropriate amount of dice instead (such as 11d10 for example).
You gain two random spells from the sorcerer spell list that is of a spell level you can learn. These count as your domain spells. You may choose this spell by rolling the appropriate number of dice on a numbered list of spells assembled according to the rules of Beseech Chance, or another random method.
Lucky Streak
At 17th level, you are able to harness your lucky streaks. When you roll your lucky or unlucky number, you start a streak. For each subsequent roll in a lucky streak, you add +1 for each roll in the streak to your roll. The streak ends when you roll your unlucky number. For each roll in a unlucky streak, you add -1 for each roll in the streak to your roll. The streak ends when you roll your lucky number. When you start a streak, you gain inspiration. A long rest will reset the streak.
You gain two random spells from the sorcerer spell list that is of a spell level you can learn. These count as your domain spells. You may choose this spell by rolling the appropriate number of dice on a numbered list of spells assembled according to the rules of Beseech Chance, or another random method.
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