Some seem to live a charmed life, this could be the outlook of the jealous and spiteful or a literal translation of divine providence, your not really sure, all you know is, things seem to go your way.
Deities
Nidus,
Polaris
Domain Spells
You gain domain spells at the appropriate Cleric levels listed below. See the Divine Domain class feature for how domain spells work.
1st -
Bane, Guiding Bolt
3rd -
Blur, Find Traps
5th -
Bestow Curse, Nondetection
7th -
Death Ward, Mordenkainen's Faithful Hound
9th -
Skill Empowerment, Circle Of Power
Martial Proficiency
1st-level Luck Domain feature
You gain Proficiency with Martial Weapons.
Divine Luck
1st-level Luck Domain feature
When you or an Ally you can see within 30 feet of you makes a D20 Test, you can as a Reaction, roll a Lucky Die, a d6, and add the result of the Lucky Die to the D20 Test roll. You must do so before the results of the roll are determined. You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest. Your Lucky Die changes when you reach certain levels in this class: a d8 at 10th level, and a d10 at 15th level.
Channel Divinity: Lucky Save
2nd-level Luck Domain feature
You can use your Channel Divinity to infuse a creature with luck against an ill effect. When you or a creature within 30 feet of you fails a Saving Throw but the results have not yet been revealed, as a Reaction, you can add a bonus to the roll equal to your Wisdom modifier (minimum 1), potentially turning the failure into a success.
Blind Chance
6th-level Luck Domain feature
When you miss an Attack Roll or fail an Ability Check or Saving Throw, but before the results have been revealed, you may reroll the dice and use either of the results. Once you use this feature, you can't do so again until you finish a Short or Long Rest.
Divine Strike
8th-level Luck Domain feature
You gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.
Miraculous Luck
17th-level Luck Domain feature
You can invoke the power of your god to pull at the threads of fate through sheer, miraculous luck. When you use your Divine Luck feature, roll a d12. On an 7 or higher, the result of the Lucky Die rolled is 10.