Domain of Jularette
The Luck domain, tied to the Goddess Jularette, is concerned with changing directions of the strings of fate and bending chance.
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.
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.
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.
When you reach 14th level, the extra damage increases to 2d8.
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 |