Domain of Jularette

The Luck domain, tied to the Goddess Jularette, is concerned with changing directions of the strings of fate and bending chance.

Domain Spells

At each indicated cleric level, add the listed spells to your spells prepared. They do not count towards your limit.
[table class="domains"] Cleric Level Spells 1st Bless; Feather Fall 3rd Enhance Ability; Pass Without Trace 5th Beacon of Hope, Revivify 7th Death Ward, Dimension Door 9th Commune, Skill Empowerment

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency with heavy armor and, to test your luck, two gaming sets of your choice.  

Bending Luck

Also at 1st level, you can call Jularette to your aid, to help you in battle. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Channel Divinity: Luck Transference

Starting at 2nd level, you can use your Channel Divinity to shield your allies.
As a reaction, you present your holy symbol and twist the strings of fate around a friendly creature within 30 feet of you, taking luck from opponents around them and turning it in favor of the ally. This lasts for one round, granting the subject a +5 bonus to AC.

Lady Luck's Guidance

At 6th level, you learn to see threads of luck and use that knowledge to your advantage. When you finish a long rest, roll 2d20, referred to as luck dice, pick one of them, then record the number it rolled.
When you or a creature that you can see makes an attack roll, saving throw or ability check, you may declare that the number you recorded from the luck die is the result of the roll instead of actually rolling. You must choose to use this ability before the roll is made.
When you finish another long rest, you lose unused luck dice.

Blessed Strikes

At 8th level, 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 to the target. The damage type is decided by a die roll.
When you reach 14th level, the extra damage increases to 2d8.
D8 Damage Type
1 Acid
2 Cold
3 Fire
4 Lightning
5 Necrotic
6 Poison
7 Radiant
8 Thunder

Master of Luck

Beginning at 17th level, when you roll luck dice for your Lady Luck's Guidance feature, you may roll 4d20 instead of 2d20. You can pick two of them and record the numbers rolled. You may use these for the feature as normal, but you may select either luck die when you do so. You may not use more than one luck die per turn, but you may use them after knowing the result of the initial roll.