Luck Domain

by AndrewRP8023

Search GM Binder Visit User Profile

Luck Domain v1.0

The luck domain represents the unknown aspects of life. Sometimes called fate or fortune, luck plays a part in every person's life. Some deities pay it special attention and thus, have followers who worship luck.

A friend to gamblers and warriors alike, luck is a force not to be taken lightly.

Luck Domain Spells

Clerics of the Luck Domain gain the following spells.

Level Spells
1st Bane, Bless
3rd Enhance Ability, Fortune's Favor
5th Bestow Curse, Remove Curse
7th Freedom of Movement, Intellect Fortress
9th Circle of Power, Mislead

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency in all gaming sets.

Disciple of Luck

At 1st level, you gain the Lucky feat if you don't already have it, except instead of having 3 luck points, you have a number of luck points equal to your Wisdom modifier (min 1).

Chanel Divinity: Lucky Day

Starting at 2nd level, you can use your Channel Divinity to grant a creature luck.

As an action, you target one creature you can see within 60 feet. On a failed Wisdom save, the targeted creature is granted inspiration for 1 hour. If that inspiration is not used within the 1 hour time limit, it disappears and you regain your expended use of Channel Divinity.

You may target yourself with this feature.

Channel Divinity: Unlucky Day

At 6th level, you may cause a creature you can see within 60 feet to have an unlucky day.

Target a creature you can see within 60 feet. If they fail a Wisdom saving throw, then for the next hour they gain disadvantage on any attack roll, saving throw, or ability check.

Aura of Luck

Starting at 8th level, you can share your luck with your allies. While you are not incapacitated, every ally within 10 feet of you gains the benefit of the Lucky feat, but with an amount of luck points equal to half your proficiency bonus and no more than your maximum number of luck points.

As normal, all luck points that are expended are regained at the end of a long rest.

Supreme Luck

Starting at 17th level, you gain proficiency to all saving throws and your aura of luck ability increases to 20 feet.

Additionally, as a reaction when a creature, including yourself, within 60 feet that you can see is granted either advantage or disadvantage on an ability check or attack roll, you may instead cause the creature to be granted disadvantage or advantage respectively for the next roll they make. You can use this feature a number of times equal to your Wisdom modifier, and you regain all expended uses of it when you finish a long rest.

Sources and Inspiration

Elements taken from the following sources:

Created by u/AndrewRP8023

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.