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### 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. #### Shared Fortune *Starting at 17th level, you now cause everyone around you to share in the goof fortune that you bring.*
Once per turn, whenever you cause yourself or an ally to gain temporary hit points by using one of your cleric spells or features, you and every ally within 30 feet of you gain the same amount of temporary hit points. ___ > ##### Alternative Domains Spells > The default domain spells in the "Spells" column are all from the *Player's Handbook* to avoid this subclass being dependent on too many different books. But there are many more interesting spells, both from official and unofficial material. The table below denotes some alternative domain spells. > > When you gain the appropriate cleric level, you can choose to exchange one of the normal domain spells with a spell from the "Alternative Spells" column in the table below. This spell is then treated as your domain spell instead. > | Cleric Level | Alternative Spells | > |:---|:-----------| :-- > | 1st | *silvery barbs\** > | 3rd | *fortune's favor\*\** > > \* Found in "Strixhaven: A Curriculum of Chaos" > > \*\* Found in "Explorer's Guide to Wildemount"