Divine Domain:
Luck Domain
Followers of the luck domain know that Lady Luck favors no one, not even her followers. Despite this, they are willing to take a chance and roll the dice, using their faith to influence the luck of others. Clerics of the luck domain worship gods of luck and fortune, such as Hermes and Tymora. Many followers of this domain have stated that they are able to "see" luck, describing it as an aura that surrounds people, with a radiant golden shine representing good luck, and a smoky black fog representing bad luck.
Luck Domain Spells
Cleric Level | Spells |
---|---|
1st | Bane, Bless |
3rd | Enhance Ability, Fortune's Favour (EGtW) |
5th | Bestow Curse, Intellect Fortess (TCoE) |
7th | Death Ward, Sickening Radiance (XGtE) |
9th | Circle of Power, Skill Empowerment (XGtE) |
Bonus Cantrips
When you choose this domain at first level, you learn the guidance and resistance cantrips if you don't already know them.
Siphon Luck
Beginning at 1st level, you've learned how to see and sense luck, and have gained the ability to steal good luck from others. As an action, you can attempt to steal the good luck from a creature within 60 feet. That creature must make a Charisma saving throw. On a failure, they have disadvantage their next attack roll, ability check, or saving throw. When you do this, you can choose to transfer the good luck to yourself, or to another creature within 60 feet, granting you or them advantage on their next attack roll, ability check, or saving throw.
You can use this feature a number of times equal to your Wisdom modifier (minimum of 1).
Take a Gamble
Starting at 2nd level, you can use your Channel Divinity to invoke the spirit of luck, whether it be good or bad. When you make an attack roll, ability check, or saving throw, roll a d20. If the die is even, treat the roll as a natural 20. If the die is odd, treat the roll as a natural 1.
Fortunate Misfortune
At 6th level, when a creature misses you with an attack or fails a saving throw against one of your spells, you gain a number of temporary hit points equal to your Wisdom modifier.
Potent Spellcasting
Starting at 8th level, you can add your Wisdom modifier to the damage you deal with any cleric cantrip.
Chosen Luck
At 17th level, your control over the forces of luck allow you to replace a creature's luck with your own. When you see a creature within 60 feet make a roll, you can use your reaction to roll a d20. After rolling the die, you can choose if you wish to replace their roll with your own.
Credits
Class created by DM_Havuhk
Created using GMBinder
Reddit: u/DM_Havuhk
Tumblr: Elizabeth's Homebrew Emporium
Art: Cornerclub Gambler by Nuare Studios Inc