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### Luck Domain Ironically, luck is a great equalizer. It helps to even overwhelming odds. A peasant's lucky blow could fell the most practiced swordsman. The power of luck, chance, and fortune is often overlooked in favor of more tangible means of power. To those who adhere to the Luck Domain, however, they and their deity understands that no force in the multiverse is as strong or as potent as a simple, lucky soul. Bards sing tales of heroes whos adventures have come down to a single sword stroke, one lone counterspell, or even a leap of faith. With the odds stacked against them, the thankless job of tipping the scale left to the holy denizens of this domain comes into play, and their legend lives on. #### Siphon the Odds Starting at 1st level, your divine energies are charged with the ability to distribute the luck of others as you see fit. Whenever a creature within 60 feet of you would roll an attack roll, ability check, or saving throw with either disadvantage or advantage, you can use your reaction to cause them to roll without it. You can use this feature an additional time beginning at 6th, 11th, and 17th level, and regain all uses when you finish a long rest. #### Luck Domain Spells | Cleric Level | Spells | |:---:|:---:| | 1st | Bless, Guiding Bolt | | 3rd | Hold Person, Invisibility | | 5th | Dispel Magic, Remove Curse | | 7th | Greater Invisibility, Leomund's Secret Chest | | 9th | Modify Memory, Rary's Telepathic Bond | \columnbreak #### Channel Divinity: Gamble Starting at 2nd level, you learn how to tempt fate using your divine strength. You can use your reaction to when a creature would make an attack roll, ability check, or saving throw within 60 feet of you. That creature critically succeeds (*if able*) on that roll on an 11 or higher, and critically fails (*if able*) on that roll on a 10 or lower. A creature that critically fails in this way loses an amount of current and maximum hitpoints equal to your Cleric level. You can use this channel divinity as part of your *Siphon the Odds* feature's reaction. #### Ups and Downs Beginning at 6th level, when a creature within 60 feet of you would critically succeed on an attack roll, you can add half your Cleric level to the damage dealt. Whenever a creature within 60 feet of you would critically fail on an attack roll, you may cause the creature to take radiant damage equal to half your Cleric level. #### Potent Spellcasting Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip. #### Divine the Fates At 17th level, you have learned how to manipulate the odds to change fate itself. Whenever a creature within 30 feet of you would critically fail, you can use your reaction to cause them to critically succeed instead. Alternatively, whenever a creature within 30 feet of you would critically succeed, you can use your reaction to cause them to critically fail instead. Once you have used this feature, you cannot do so again until you finish a short or long rest.
\pagebreak #### Luck Domain Quirks | d6 | Quirk | |:---:|:---:| | 1 | You're always fiddling with a lucky copper coin. | | 2 | You can hear the jingle of coins significantly more clearly than others. | | 3 | You constantly offer to make bets on trivial things. | | 4 | You consider wealthiness to be close to holiness. | | 5 | Making decisions is hard. You prefer to flip a coin instead. | | 6 | You find it thrilling to stack the odds against yourself. |