Cleric
Base Class: Cleric

Luck Domain Clerics like to gamble with the divine powers of the world. Though many are gamblers, they will also bend luck to their will.

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency and expertise with a gaming set of your choice.

Call It

When a creature within 60ft makes an attack roll or saving throw, before the result is determined you may use your reaction to choose either a d4, d6, d8, d12, d20, or a coin where heads is 2 and tails is 1, and call the result. If you are correct, add the max number of that die to the result of the attack roll or saving throw.

You may not use any ability that allows you to re-roll a die for the dice you choose to roll.

You may use this a number of times equal to half your cleric level rounded up until you finish a long rest.

Channel Divinity: Toss a Coin

Starting at 2nd level, you can use your Channel Divinity to heal the badly injured.

As a reaction, after a d20 roll is made for you can use Channel Divinity and present your holy symbol to re-roll the result but instead flip a coin, where a heads is a 20 and tails is a 1.

The result of Toss a Coin can not be changed, abilities such as the rouges Reliable talent cannot change a result of tails from 1, and abilities that cancel critical hits cannot be applied.

If the result is heads, also regain a use of Channel Divinity.

Lucky Spells

Beginning at 6th level, you can tempt fate to cast more powerful versions of your spells. When you cast a spell using a spell slot of 1st level or higher you may choose a number of levels to increase the spell then roll a d20. If you beat a DC 8+(twice the number of levels chosen) the spells level increase by the number chosen, otherwise the spells level is reduced by the number chosen. If the spell cannot be reduced further the spell is lost. No matter the result you still consume the initial spell slot.

You can not add any modifiers to this roll.

You may use a luck die to re-roll the result.

Divine Luck

At 8th level, You gain a luck point as if you had the Lucky feat.  When you reach 14th level, you gain a second luck point.

These luck points add to any other source of luck points.

Always Lucky

Starting at 17th level, you are far more lucky.

When you would roll a d20 and have disadvantage instead only roll one die, when you would roll normally instead roll with advantage, and if you would roll with advantage instead roll one extra die taking the highest result.

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