Deities that offer this domain range from malicious to mischievous. Some deities delight in another’s unfortunate circumstances and expressly intend harm, while others are impish is nature, delighting in the comedic situations creatures find themselves in at times of ill fortune. Many clerics that employ misfortune magic operate under the radar, dabbling in deception and doling out bad luck unnoticed.

A smaller number of clerics are forthright, brazenly branding a nonbeliever or enemy of the church with misfortune for their heretical actions.

Some of the deities that offer this domain are Hecate, Hel, Hermod, and Loki.

Misfortune Domain Spells
Cleric Level Spells
1st bane, hex
3rd blindness/deafness, ray of enfeeblement
5th bestow curse, counterspell
7th blight, phantasmal killer
9th contagion, insect plague

Malicious Magic

When you choose this domain at 1st level, you can cast vicious mockery as an innate cantrip a number of times equal to your Wisdom modifier. You regain any expanded uses when you finish a long rest.

Stroke of Ill Luck

Also at 1st level, whenever you score a critical hit, in addition to dealing the standard double damage, your target takes a circumstance penalty equal to your Wisdom modifier on attack rolls and saving throws for 1 minute.

Channel Divinity: Your Loss, My Gain

Starting at 2nd level, you can use your Channel Divinity to turn someone else’s bad luck into good luck for yourself.

Whenever a creature you can see has disadvantage on a type of roll, as a bonus action, you present your holy symbol and invoke the name of your deity to gain advantage on the same type of roll/s for 1 minute.

Channel Divinity: Double Whammy

Starting at 6th level, you can use your Channel Divinity to add an additional effect to your hex spell. When you cast hex, you can use your holy symbol in place of the material component to grant all creatures that are within 60 feet of you a +2 circumstance bonus on their attack rolls against the hexed creature. This circumstance bonus ends when the hexed creature dies or after 1 minute, whichever comes first.

Hexing Attacks

At 8th level, you gain the ability to infuse your weapon strikes with hexes that cause bumbling and fumbling.

You gain four misfortune dice, which are d8s. A misfortune die is expended when you use it. You regain all of your expanded misfortune dice when you finish a short or long rest. When you hit a creature with a weapon attack, you can expand one misfortune die to cause the target to trip over its own feet and fall prone or to force the target to drop one item of your choice that it’s holding. (Each time you use this feature, you choose which effect to evoke.) You add the misfortune die to the attack’s damage roll, and the target must make a Wisdom saving throw.

On a failed save, it either falls prone or drops the object you choose which lands at its feet.

Bane To Boon

At 17th level, you can immediately reroll a natural 1 on a d20. You can use this feature a number of times equal to your Wisdom modifier.

You regain any expanded uses when you finish a long rest.

Section 15: Copyright Notice

Ancestral Anthologies Vol. 2: Fox & Fae © 2020, Beyond the Horizon; Author: Kim Frandsen.

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