Luck Domain
The Luck domain covers fate, fortune and the inevitable entropy of time. Clerics who devote themselves to this domain range from impulsive gamblers looking to shift the odds in their favor, to those who fear bad luck and hope to keep it at bay. Clerics of gods such as Tymora, Beshaba and Olidammara often put themselves in great danger, hoping that the prayers they offered will bring good luck and ward off misfortune in their daring adventures.
Luck Domain Spells
Cleric Level | Spells |
---|---|
1st | bane, bless |
3rd | aid, enhance ability |
5th | bestow curse, remove curse |
7th | death ward, freedom of movement |
9th | circle of power, mislead |
Source
Wizards of the Coast, Fortune's Friend by Carl Frank
Dumb Luck
When you choose this domain at 1st level, you unwittingly escape danger by being in the right place at the right time. You gain the benefits of three-quarters cover (+5 bonus to AC and Dexterity saving throws) against hidden creatures, traps and other effects you are unaware of.
Font of Good Fortune
Also at 1st level, you learn the guidance and resistance cantrips, which don't count against the number of cleric cantrips you know. For you, they have a range of 30 feet and do not require any components to cast.
Additionally, when you are concentrating on the guidance or resistance cantrips, the spell does not end early until the target fails an ability check or saving throw.
Channel Divinity: Fortuitous Strike
At 2nd level, you can use your Channel Divinity to cause missed strikes to hit unexpected targets.
When you or a creature within 30 ft. of you misses an attack roll, you can expend a use of your Channel Divinity as a reaction to redirect the attack. You choose a new target within the same reach or range, with the attacker making a new attack roll against that target.
Luck Thief
At 6th level, you can siphon the luck of your enemies to benefit you and your allies.
When you cast bane and a creature fails its saving throw against it, you can transfer the luck to yourself or another creature within range, gaining the benefit of the bless spell until the spell ends.
Divine Strike
At 8th level, your weapon strikes are infused with divine luck, hitting your enemies in the most painful places.
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 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.
O Fortuna
At 17th level, you can invoke the power of your deity to pull at the threads of fate, snatching success from the jaws of defeat.
After you or a creature within 30 ft. of you makes an attack roll, saving throw or ability check with advantage or disadvantage, you can use your reaction to choose the number of either die to be result of the roll.
You can use this ability a number of times equal to your Wisdom modifier (minimum 1), after which you must finish a long rest before using it again.