Luck Domain
Everything will turn out all right. Your deity has mastery over fate and watches over your, likewise you watch over those around you.
Luck Domain Spells
When gain the cleric level in the "Level" column, you also gain the domain spells in the "Spells" column. You always have these spells prepared.
| Cleric Level | Spells |
|---|---|
| 1st | bless, heroism |
| 3rd | augury, enhance ability |
| 5th | beacon of hope, bestow curse |
| 7th | death ward, divination |
| 9th | circle of power, greater restoration |
Bonus Cantrip
When you choose this domain at 1st level, you gain the guidance cantrip if you don't already know it. This cantrip doesn’t count against the number of cleric cantrips you know.
Harbinger of Good Fortune
Also at 1st level, you can harness some residual good luck after bending faith through your domain.
After casting one of your domain spells, you can give yourself or a creature within 30 feet of you a number of temporary hit points equal to the spell's level plus your Wisdom modifier.
Channel Divinity: Bend Luck
Starting at 2nd level, you can use your Channel Divinity to turn someone's luck, for good or ill.
As a reaction when you or another creature you can see within 30 feet of you makes an attack roll, ability check or saving throw, that creature must reroll one of the d20s. You can choose whether it uses the lower or higher roll.
If the creature kept the lower roll, it must subtract 1d4 from the next attack roll, ability check or saving throw it makes before the end of your next turn. If the creature kept the higher roll, it may add 1d4 instead.
You can choose to use this reaction after the die is rolled, but before the outcome is determined.
Strokes of Good Luck
Starting at 6th level, can cause your allies attack to miraculously strike true.
As a reaction, when you or an ally that you can see within 30 feet of you hits with an attack roll, you increase the critical hit range for that attack by 1. If the attack would normally critically hit on a 20, it now critically hits on a 19; if it would critically hit on a 19, it now critically hits on an 18; and so on.
You can use this feature a number of times equal to your proficiency modifier. You regain all expended uses when you finish a long rest.
By expending an additional use, you can further increase the critical hit range by 1 for each expended use.
Favoured by the Gods
Also at 6th level, you consistently survive deadly encounters by the skin of your teeth. Someone is looking out for you.
The first time you are reduced to 0 hit points as a result of taking damage, you drop to 1 hit point instead.
Once you use this feature, you can’t use it again until you finish a long rest.
Divine Strike
Starting at 8th level, your weapon strikes always seems to hit weak spots.
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.