Luck Domain
The Luck Domain serves as the embodiment of pure luck, a force that weaves its capricious threads throughout the world of Elaris. These deities are not bound by the constraints of order or law; instead, they revel in the ever-shifting tapestry of chance and fate. While some of these deities are agents of chaos, others embrace a more neutral stance in the grand scheme of existence.
Paladins, paragons of law and order, seldom find alignment with these deities, for the Luck Domain thrives in the unpredictable and the whimsical. The rigid codes and structured principles of the paladins often clash with the inherent chaos that luck represents. As such, the clerics of the Luck Domain find themselves standing apart from their paladin brethren, embracing a different path altogether.
Clerics devoted to these deities are the embodiment of the ebb and flow of luck that courses through the world. They approach life with a unique perspective, acknowledging the hand of fortune in the grand theater of existence. Their faith in luck becomes an integral part of their decision-making process, influencing many of their important choices. These clerics trust in the serendipity of chance, and they are often blessed with a streak of luck that seems to defy explanation.
Their divine connection allows them to tap into the very essence of fortune, using it to aid their allies or thwart their adversaries. They might turn the tide of a battle with a well-timed stroke of luck, or they might offer guidance to those in need, helping them navigate the unpredictable currents of life.
You gain the following spells at the listed cleric levels as domain spells.
You gain proficiency with martial weapons. In addition, you become proficient in the Performance skill.
When you roll an attack roll, saving throw, or ability check and dislike the result, you can reroll it. You must use the new result, even if it is worse. You must use this before the DM declares if you are successful or not.
You can use this feature a number of times equal to your Cleric Power Reservoir, but only once per turn, regaining all expended uses when you finish a long rest.
When you are about to roll an attack roll, saving throw, or ability check, you present your holy symbol and ride the winds of luck. If the d20 roll results in a number from 1-10, it counts as though it showed a 1. If the d20 roll shows an 11-20, it counts as though it showed a 20.
Whenever you use your Gift of Luck, the reroll is done at advantage.
You gain the ability to channel the only element as finicky as luck itself. 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 lightning damage. At 14th level, the extra damage increases to 2d8.
As a bonus action on your turn, you can attune to the good fortune of the world for 1 minute or until you die. During this time, you have advantage on attack rolls, ability checks, and saving throws, and other creatures have disadvantage on attack rolls against you. Additionally, you score a critical hit on a roll of 19 or 20 on the d20.
Once you use this feature, you cannot do so again until you finish a long rest.
Paladins, paragons of law and order, seldom find alignment with these deities, for the Luck Domain thrives in the unpredictable and the whimsical. The rigid codes and structured principles of the paladins often clash with the inherent chaos that luck represents. As such, the clerics of the Luck Domain find themselves standing apart from their paladin brethren, embracing a different path altogether.
Clerics devoted to these deities are the embodiment of the ebb and flow of luck that courses through the world. They approach life with a unique perspective, acknowledging the hand of fortune in the grand theater of existence. Their faith in luck becomes an integral part of their decision-making process, influencing many of their important choices. These clerics trust in the serendipity of chance, and they are often blessed with a streak of luck that seems to defy explanation.
Their divine connection allows them to tap into the very essence of fortune, using it to aid their allies or thwart their adversaries. They might turn the tide of a battle with a well-timed stroke of luck, or they might offer guidance to those in need, helping them navigate the unpredictable currents of life.
Domain Spells
1st-Level Cleric (Luck Domain) FeatureYou gain the following spells at the listed cleric levels as domain spells.
Cleric Level | Spells |
---|---|
1st | bless, chaos bolt |
3rd | aid, fortune's favor |
5th | blink, protection from energy |
7th | confusion, freedom of movement |
9th | dispel outsiders, mislead |
Bonus Proficiency
1st-Level Cleric (Luck Domain) FeatureYou gain proficiency with martial weapons. In addition, you become proficient in the Performance skill.
Gift of Luck
1st-Level Cleric (Luck Domain) FeatureWhen you roll an attack roll, saving throw, or ability check and dislike the result, you can reroll it. You must use the new result, even if it is worse. You must use this before the DM declares if you are successful or not.
You can use this feature a number of times equal to your Cleric Power Reservoir, but only once per turn, regaining all expended uses when you finish a long rest.
Channel Divinity: Flip of the Coin
2nd-Level Cleric (Luck Domain) FeatureWhen you are about to roll an attack roll, saving throw, or ability check, you present your holy symbol and ride the winds of luck. If the d20 roll results in a number from 1-10, it counts as though it showed a 1. If the d20 roll shows an 11-20, it counts as though it showed a 20.
Fortune’s Favor
6th-Level Cleric (Luck Domain) FeatureWhenever you use your Gift of Luck, the reroll is done at advantage.
Divine Strike
8th-Level Cleric (Luck Domain) FeatureYou gain the ability to channel the only element as finicky as luck itself. 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 lightning damage. At 14th level, the extra damage increases to 2d8.
Luck of the Gods
17th-Level Cleric (Luck Domain) FeatureAs a bonus action on your turn, you can attune to the good fortune of the world for 1 minute or until you die. During this time, you have advantage on attack rolls, ability checks, and saving throws, and other creatures have disadvantage on attack rolls against you. Additionally, you score a critical hit on a roll of 19 or 20 on the d20.
Once you use this feature, you cannot do so again until you finish a long rest.
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