Luck Domain

You are infused with luck, and your mere presence can spread good fortune.  

Granted Powers

Bit of Luck (): You can touch a willing creature as a Standard Action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.   Good Fortune (Ex): At 6th level, as an Immediate Action, you can reroll any one d20 roll you have just made before the results of the roll are revealed. You must take the result of the reroll, even if it’s worse than the original roll. You can use this ability once per day at 6th level, and one additional time per day for every six Cleric levels beyond 6th.  

Domain Spells

1st—True Strike, 2nd—Aid, 3rd—Protection from Energy, 4th—Freedom of Movement, 5th—Break Enchantment, 6th—Mislead, 7th—Spell Turning, 8th—Moment of Prescience, 9th—Miracle.  

Subdomains

Subdomains are more focused than domains, replacing some of the domain's spells and powers with new ones. Subdomains may be chosen in place of a domain if the character is eligible for it.  

Curse

Replacement Power

The following granted power replaces the bit of luck power of the Luck domain.   Malign Eye (Su): As a Standard Action, you can afflict one target within 30 feet with your malign eye, causing it to take a –2 penalty on all Saving Throws against your spells. The effect lasts for 1 minute or until the target hits you with an attack. You can use this ability for a number of times per day equal to 3 + your Wisdom modifier.  

Replacement Domain Spells

1st—Bane, 3rd—Bestow Curse, 6th—Eyebite.    

Fate

Replacement Power

The following granted power replaces the good fortune power of the Luck domain.   Tugging Strands (Su): At 8th level, you can force a creature within line of sight to reroll any one roll that it has just made before the result of the roll is revealed. The result of the reroll must be taken, even if it is worse than the original roll. You can use this ability once per day at 8th level, and one additional time per day for every 6 levels beyond 8th.  

Replacement Domain Spells

2nd—Augury, 3rd—Borrow Fortune    

Imagination

Replacement Power

The following granted power replaces the good fortune ability of the Luck domain.   Haze of Daydreams (Su): At 6th level, you can emit a 15-foot-radius haze of daydreams for a number of rounds per day equal to your Cleric level. These rounds do not need to be consecutive. Creatures within the haze gain the Fascinated condition unless they succeed at a Will Save (DC equal to 10 + 1/2 your Cleric level + your Wisdom modifier). You may designate a number of creatures equal to your Cleric level that are not affected by the haze. The Fascinated condition ends immediately when the creatures leave the area or the aura expires.  

Replacement Domain Spells

1st—Silent Image, 2nd—Minor Image, 3rd—Major Image, 5th—Dream

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