Luck Domain

Clerics of luck, well, their gods are fickle but fortunate. Things just go right for these clerics, the passing stranger they helped out turns out to be noble in disguise, who has information the characters need for their quest, which leads them to a large treasure trove hidden in some unassuming temple, which was dedicated to a god long forgotten, who grants a boon to the characters, who then discover that they got lost in a forest but it turned out to be a short cut, which led them to the place they were looking for, and so on. These clerics, their toast always lands butter side up, the store is never out of that rare thing they are seeking, and somehow they always win at games of chance, even when they lose. Especially when they lose.

Luck Domain Spells
Cleric Level Spells
1st expeditious retreat, unseen servant
3rd gust of wind, suggestion
5th hypnotic pattern, remove curse
7th confusion, dimension door
9th dream, seeming


Beginning at 1st level you gain a number of Luck Dice equal to your Wisdom modifier. These dice begin as d6’s, and increase to d8’s at 10th level, and d10’s at 15th level. You may add these dice to any roll, ability check, or saving throw that you or a target within 30 feet of you that you can see makes. You must do so before the results of the roll are determined.

Channel Divinity: Luck Day

Starting at 2nd level, you can use your Channel Divinity to spread around luck and ill fortune.

As an action, you present your holy symbol and evoke your deity’s name. For a number of rounds equal to your Wisdom modifier, when you use a Luck Die, you share its result with one other creature you can see that is within 30 feet of you. That creature either adds or subtracts the result of the Luck Die from their next roll, your choice.

Blind Chance

At 6th level, when you fail a roll, ability check, or saving throw, you may immediately reattempt it, ignoring if you made the roll with advantage or disadvantage. You may do so a number of times per die equal to your Wisdom modifier, and regain uses of this feature following a long rest.

Lucky Blow

At 8th level, you gain the ability to infuse your weapon’s strikes with divine energy. When you make an infused attack roll, pick up the die and put it down showing whatever number you want. You may do so once, and regain use of this feature following a long rest.

Dumb Luck

Beginning at 17th level, when you use Luck Dice, after you roll the luck dice but before any results are made known, you roll a d20, on a 10 or higher turn the Luck Die to its maximum number. Now sit back and grin.