Cleric
Base Class: Cleric

The power of the gods has forged the visible fabric of the universe. The earth, the seasons, magic-even life itself-are majestic representations of godly power. While subtlety does not become most of them, there are a handful of gods who enjoy pulling the strings from behind the veil. Such is the stance of the gods of the Fortune Domain. Tymora, Bahamut, Thoth and even the Moonweaver display their influences in these ways, altering slightly the swing of a sword, the roll of a dice, or the blow of a breeze to influence the world in massive and often unforeseen ways especially with regards to the relationship of luck with regards to the cycle of life and death as fate and fortune is the primary variable to all. 

Domain Spells

You gain domain spells at the cleric levels listed in the Fortune Domain Spells table. See the Divine Domain class feature for how domain spells work.

Fortune Domain Spells

Cleric Level Spells
1st bane, silent image
3rd mirror image, pass without trace
5th revivify, dispel magic
7th blight, dimension door
9th antilife shell, modify memory

Spiritual Deck

At 1st level, you gain proficiency in playing cards and throwing ranged attacks. 

You gain a magical deck of cards that are never-ending and soul bound to you. The card art takes on an appearance that resonates with your spirit and allows you to perform special attacks. A Card Flourish is a melee attack flourishing a singular card or slashing a fan of cards in close quarters. A Card Burst is a ranged attack hurling cards at your enemies at a range of 30ft/80ft. The thrown cards then float back to the owner or teleport back onto their deck. These attacks deal 1d6 slashing magic damage + your Wisdom modifier and wielding cards count as also wielding an offhand weapon. 

In addition, you can use your action to perform a Spiritual Shuffle, activating one of the following abilities at the start of your turn, before any other actions or movement. You will regain your one use of these special card abilities after a short rest.

All In. You and a target of your choice take magic damage equal to your max hit points. All creatures put unconscious by this effect are stabilized at 0 hit points.

Bluff.  A target of your choice has to make a Wisdom save contested by your Charisma check. If failed, they take 1/2 of your max hit points in magic damage, you take that damage instead if they save.

Fold.  You can only move until the end of your next turn. All attacks have disadvantage against you until your next turn, and opportunity attacks can't be made against you until the start your next turn. You can also expend 1 hit dice to heal yourself when you do this.

Call. You pick a target. Until the start of your next turn, that creature has advantage on all attack actions made and bonus 2 to their AC. You cannot take anymore actions, including movement, until the start of your next turn.

 

Gambling With Death

At 1st level, you gain the ability to manipulate the forces of those who are gambling between the lines of life and death. When healing a creature who has equal to or less than 25% their maximum hit points rounded down, instead of rolling dice values, you instead use the highest number possible for each die.

In addition, you learn the spare the dying cantrip, which doesn’t count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.

Channel Divinity: The Fate of the Wild Card

Starting at 2nd level, you can use your Channel Divinity to bind two beings together to the same fate. 

As a Bonus Action, you send a willing creature within 30ft a Wild Card, if unwilling, they must make a WIS save against your spell save DC. On a failure, the card takes place and they are unaware of the card's attachment to them unless magically detected. On a save, the card is destroyed and they are aware of the potential intrusion. It takes an action to remove it from them. Destroyed cards can be renewed during a long rest. You can also force destroy the card as an Action whenever you like.

The Wild Card: You are now linked with another creature. If you take damage, they take an equal amount of the same kind of damage. Same things are applied with healing, curse, etc., You two now also have a telepathic link, allowing you to confer at any distance, stopping at any planar boundaries. You can also look through the senses of the card holder as if they were a familiar, though they can deny this by making a WIS save against your spell save DC. If the card holder is willing, you (and only you) are also allowed to teleport to their location once per long rest. If they are unwilling, they must make a WIS save with advantage to deny your teleport.

 

Gambling at High Stakes

At 6th level, you gain the ability to impede death by twisting the high stakes in your favor. As a reaction when you or a creature you can see within 30 feet of you suffers a critical hit, you can turn that hit into a normal hit. Any effects triggered by a critical hit are canceled.

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

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with magical force— a gift from your deity. 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 force damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Tetra Master

At 17th level, your Spiritual Deck has now evolved as you have cheated death many a time. You may also now use each of these abilities once per short rest:

All In: You and a target of your choice take magic damage equal to your max hit points. All creatures put unconscious by this effect are stabilized at 0 hit points. Damage done to you through this is now halved, and damage to your target is now doubled.

Bluff:  A target of your choice has to make a WIS save contested by your CHA check. If failed, they take 1/2 of your max hp in magic damage, and you heal for half of that amount. On a save, you take half of that damage, and they go unaffected. 

Fold:  You can only move until the end of your next turn. All attacks have disadvantage against you until your next turn, and opportunity attacks can't be made against you until the start your next turn. You can also expend as many hit dice as you choose to heal yourself when you do this.

Call: You pick a target. Until the start of your next turn, that creature has advantage on all attack actions made and bonus 2 to their AC. You cannot take anymore actions, including movement, until the start of your next turn. You can expend any amount of hit dice to heal the target.

Previous Versions

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6/26/2021 7:58:56 PM
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Fortune Domain Image

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