Luck

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.

Luck Domain Features
Cleric Level Feature
1st Domain Spells, Bonus Cantrip, Uncanny Luck
2nd Channel Divinity: Favor the Bold
6th Channel Divinity: Magnetic Misfortune
8th Astonishing Luck
17th Second Chance

Domain Spells

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.

Luck Domain Spells
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

Bonus Cantrip

When you choose this domain at 1st level, you learn the guidance cantrip if you don’t know it already.

Uncanny Luck

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 GM 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 GM. 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.

Astonishing Luck

Beginning at 8th level, you can now use your uncanny luck feature once per short or long rest.

Second Chance

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.

Section 15: Copyright Notice

Aaralyn’s Stolen Notes to Velea Copyright 2018 Anne Gregersen Author Anne Gregersen