Some see luck as a thing you should try to make for yourself.
Others, instead, try to tame this fateful creation. Clerics of the luck domain usually follow the tenets of of freedom and adaptability. Those who follow the luck domain believe in fate, as well as the twisting of it, and in the chaos that follows those touched by fortune’s hand.
|1st||Domain Spells, Bonus Cantrip, Uncanny Luck|
|2nd||Channel Divinity: Favor the Bold|
|6th||Channel Divinity: Magnetic Misfortune|
You gain domain spells at the cleric levels listed in the Luck Domain Spells table. See the Divine Domain class feature for how domain spells work.
|Cleric Level Spell|
|1st||chaos bolt, bless|
|3rd||augury, enhance ability|
|5th||clairvoyance, protection from energy|
|7th||arcane eye, freedom of movement|
|9th||skill empowerment, mislead|
When you choose this domain at 1st level, you learn the guidance cantrip if you don’t know it already.
Also at 1st level, luck seems to follow you wherever you venture. When making an attack roll, saving throw, or ability check, you can call upon the favor of your deity. When you do, the DM rolls two d20s, keeping the rolls secret. You can then choose to replace the roll you made with the highest of two rolls made by the DM. Once you’ve used this feature, you can’t use it again until you’ve finished a long rest.
Channel Divinity: Favor the Bold
Starting at 2nd level, you can imbue people with a spark of fortune. As an action, you target a creature and speak a prayer imbuing them with good luck. The targeted creature is granted one Fate die, which lasts for 1 hour. At any point within the that hour, the creature may expend the Fate die to give themselves advantage on an attack roll, ability check, or saving throw. If the die has not been expended by the end of the hour, the Fate die disappears and you roll a d%. On a roll of 80 or higher, you regain your expended use of your Channel Divinity. You may target yourself with this feature.
Channel Divinity: Magnetic Misfortune
At 6th level, your enemies become curiously clumsy when they are around you. When a creature moves within 15 feet of you, you may use your reaction and your Channel Divinity to cause the creature to become unfortunately uncoordinated.
The creature must make on a Dexterity saving throw against your cleric spell save DC. If it fails, it falls prone and drops whatever it is holding, sending the items scattering out 10 feet from in a random direction. It also has disadvantage on all attacks it makes until the beginning of its next turn, regardless of if it failed the saving throw or not.
Beginning at 8th level, you can now use your uncanny luck feature once per short or long rest.
When you or a friendly creature within 30 feet of you falls unconscious as a result of dropping to 0 hit points, you can use your reaction to give them a second chance at life. Roll a d%. If the roll is equal to or higher than 50, the creature drops to 1 hit point instead. If the roll is equal to or higher than 90, their hit points equal your cleric level + your Wisdom modifier. If the roll is equal to 100, their hit points equal half the current maximum hit points of the creature.
Once you’ve successfully used this feature, you can’t use it again until 3 days have passed. If you unsuccessfully use this feature, you can’t use it again until you finish a long rest.
Aaralyn’s Stolen Notes to Velea Copyright 2018 Anne Gregersen Author Anne Gregersen