Gambler's Domain
The Gambler's domain favors the reckless and the cunning - those in the world who are willing to place their lives in the hands of chance. The gods of gambling exemplify calculated risks, luck, impulsion, and misdirection. Deities from all alignments can influence this domain, but most have a tendency towards chaos. Gods of luck (such as Avandra, Tyche, and Tymora), trickery (such as Mask, Olidamarra, and Ormet), or patrons of gambling itself (like Norebo, or Olladra) may grant their clerics the Gambler's domain.
Gambler's Domain Spells
Cleric Level |
Spells |
---|---|
1st |
Charm Person, Expeditious Retreat |
3rd |
Detect Thoughts, Enthrall |
5th |
Blink, Clairvoyance |
7th |
Arcane Eye, Confusion |
9th |
Mislead, Rary's Telepathic Bond |
Bonus Proficiencies
At 1st level, you gain proficiency in the Deception and Sleight of Hand skills, as well as one gaming set of your choice.
Stacking the Deck
Also at 1st level, you learn the Guidance 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.
In addition, when you cast Guidance you can choose to cast it without any somatic or verbal components. You can do this a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Channel Divinity: On a Roll
Starting at 2nd level, when you hit a creature with a weapon or spell attack, you can use Channel Divinity to repeat your attack roll against that creature. If the new attack roll hits, add one additional damage die of the weapon or spell's type to your damage roll and repeat the attack roll again. You can make a number of additional attack rolls equal to your Wisdom modifier, adding an additional damage die for each successive hit.
Go For Broke
At 6th level, whenever you roll multiple damage or restorative dice of the same type, you can choose to roll only one die instead, and multiply the number you roll by the number of dice you would typically use to calculate your total. You must choose to use this feature before rolling any damage or restorative dice, but if you roll a 1 on any die while using this feature, you can reroll the die and must use the new roll.
For example, instead of rolling 4d6 when calculating your damage for a hit with Guiding Bolt, you can roll 1d6 instead, and multiply the number you roll by 4.
Design: u/revenge_kobold
Art: Rolling Dice By Ian Llanas
Divine Strike
At 8th level, 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 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Poker Face
Starting at 17th level, you have become adept at sheltering your thoughts from others. You gain resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes an amount of psychic damage equal to your cleric level + your Wisdom modifier.
Additionally, you gain the following benefits:
- You are immune to being charmed and frightened.
- You can't be compelled to tell the truth by magic.
- You make all Deception checks with advantage.
- Your thoughts can't be read unless you allow it.