Luck Domain

The Luck domain focuses on the fortune - or fate, if you will - that comes to all creatures. The gods of luck promote testing the luck of others and giving aid to those who take risks of their own volition. The gods who may lay claim to good or bad fortune vary in alignment and purpose. Gods who lean more towards good fortune include but are not limited to Tymora, Bahamut and Oghma whilst deities who tamper with the darker side of the coin include Bashaba, Mask and Abbathor.

Luck Domain Spells
Cleric Level Spells
1st Bless, Bane
3rd Enhance Ability, Aid
5th Remove Curse, Bestow Curse
7th Locate Creature, Death Ward
9th Reincarnate, Dispel Evil and Good

Bonus Proficiencies

From 1st level, you realize that life is a gamble and you should know how to play the game. You gain proficiency in two gaming sets of your choice.

Lady Luck is smilin'

Also at 1st level, Those healed by your hands find their fortune in battle. Whenever you use a spell to restore hit points to a creature, the creature can add your Wisdom modifier to their next ability check or saving throw.

Channel Divinity: Slim to None

Starting at 2nd level, Whenever a creature you can see within 60 feet would take damage, as a reaction, you can use your Channel Divinity to bless it with supernatural luck. You reduce the damage the creature would take by 1d10 + your Wisdom modifier + your Cleric level. If this would reduce the damage to 0, the damage is reflected back at its source.

Channel Divinity: Not Your Lucky Day

At 6th level, those that attempt to get the drop on you find themselves fumbling over their feet. When surprised, you can use your reaction to use your Channel Divinity and cause every hostile creature within 60 feet of you to make a Wisdom saving throw. On a failure, that creature loses its turn and is knocked prone. You can use your reaction to use this feature even while surprised.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to any damage you deal with a cleric cantrip.

Wheel of Fortune

At 17th level, As an action you summon a golden ethereal Wheel of Fortune and spin to decide the fate of those involved. You roll a d10 to select one of the effects from the Wheel of Fortune table. You may use this ability once per short or long rest.

The Wheel of Fortune table
Number Effect
1 The nearest hostile creature suffers from the paralyzed condition until the end of your next turn.
2 The nearest two injured friendly creatures heal 8d4 hitpoints.
3 Hostile creatures within 60ft suffer from the prone condition.
4 You cast Heal without consuming a spell slot. The spell targets a friendly creature of your choice.
5 You cast Slow without consuming a spell slot. The spell targets the nearest hostile creature.
6 You cast Heroism as a 5th level spell without consuming a spell slot. The spell targets you and one other friendly creature of your choice that you can see.
7 You cast Blindness/Deafness at 5th level without consuming a spell slot on hostile creatures of your choice.
8 You cast Haste without consuming a spell slot. The spell targets you.
9 You cast Sleep at 6th level without consuming a spell slot.
10 You and all friendly creatures that can see you have advantage on their next attack roll.

Credit
  • Created with the tools from https://www.gmbinder.com
  • Art by: Alex Shatohin and Ian Llanas
  • Created by: DMonsterMan
  • Many thanks to the wonderful people at Discord of Many Things.