Cleric: Luck Domain

by CassBrews

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Cleric: Luck Domain

The flip of a coin, the thrill of chance. Games of luck, daring gambits, the tides of luck flowing in your favor. Things like this are what clerics of this domain devote themselves to. These clerics are not necessarily good or evil, as luck has no alignment. However, one thing is always true: wherever these clerics travel, the tides of luck follow.

Luck Deities

Example Deity Pantheon
Avandra Dawn War
Charmalaine Halfling
Nebelun Gnome
Olladra Eberron
Ralishaz Greyhawk
Tymora Forgotten Realms

Luck Domain Spells

Cleric Level Spells
1st Bane, Bless
3rd Enhance Ability, Mirror Image
5th Beacon of Hope, Blink
7th Divination, Freedom of Movement
9th Circle of Power, Mislead

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency with dice and playing cards. Additionally, you gain proficiency in the Deception or Persuasion skill (your choice).

Altered Fortune

Starting at 1st level, you can alter the luck of those you around you.

  • Bad Luck. When you deal damage to a creature using a spell of 1st-level or higher, you can grant it misfortune. The next time within 1 minute that it makes an ability check, attack roll, or saving throw, it rolls a d6 and subtracts the number rolled from the total.
  • Good Luck. When you cast a spell of 1st-level or higher on a creature, you can grant it good fortune. The next time within 1 minute that it makes an ability check, attack roll, or saving throw, it rolls a d6 and adds the number rolled to the total.

Regardless of which option you choose, you have a number of uses of this feature equal to your Wisdom modifier (minimum of 1). You regain all expended uses when you finish a long rest.

Channel Divinity: Guided Actions

Starting at 2nd level, you can use your Channel Divinity to channel your deity's influence to bring yourself fortune. When you make an ability check or saving throw, you can use your Channel Divinity to gain a +5 bonus to the roll. You can make this choice after you see the roll, but before the DM says whether the check succeeds or fails.

Channel Divinty: Twist of Fate

At 6th level, when another creature within 30 feet of you makes an ability check or saving throw, you can use your reaction to grant that creature a +5 bonus or penalty to the roll, using your Channel Divinity. You can make this choice after you see the roll, but before the DM says whether the roll succeeds or fails.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Divine Gambit

At 17th level, you can give into the flow of chance. At the start of your turn, you can choose to touch a willing creature and make a Divine Gambit. For 1 round, the creature may give in to the whims of chance. During this time, any attack rolls, saving throws, or ability checks made by it are either a natural 1 or a natural 20. Advantage, disadvantage, modifiers, inspiration, luck, or any other method of rolling additional dice or modifying the rolled result cannot be used during this time. All results are decided by a single d20 roll. An odd number is a Critical Fail. An even number is a Critical Success.

Once you have used this feature, you cannot do so again until you finish a long rest.

 

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