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Luck Domain

Bonus Proficiencies

At 1st level, you learn that life is a game of chance; sometimes you win, and sometimes you need to improvise. When you select this domain you gain proficiency with one gaming set of your choice and improvised weapons.   Additionally, if you spend at least one minute playing or observing a game you are not familiar with you can add your proficiency bonus to rolls related to that game. You can only be proficient with one game in this way at a time.  
Luck Domain Spells
Cleric Level  Spells
1st  Bane, Bless
3rd  Enhance Ability, Rope Trick
5th  Bestow Curse, Remove Curse
7th  Banishment, Dimension Door
9th  Reincarnate, Skill Empowerment

Tip the Scales

When you choose this domain at 1st level, your luck begins to rub off on those you touch. When you cast a spell of 1st level or higher that targets a friendly creature, they have advantage on their next ability check, attack roll, or saving throw.

Channel Divinity: Stroke of Luck

Starting at 2nd level you start to get the hang of your luck, you gain this channel divinity option. As a reaction when a friendly creature within 30 ft. of you is forced to make a saving throw, you hold aloft your holy symbol. You grant a number of friendly creatures equal to your Wisdom modifier advantage on the saving throw that triggered this reaction.

Lucky Streak

Starting at 6th level, your deity blesses your attacks with a strange luck. Your weapon attacks and spell attack rolls score a critical hit on a roll of 7 or 20, but rolls of 13 and 1 are both considered critical failures. Good luck!

Potent Improvisation

At 8th level, you may use Wisdom modifier for attack and damage rolls with improvised weapons, and improvised weapon attacks count as magical for the sake of overcoming resistances.   Additionally, once on each of your turns when you hit a creature with an improvised weapon attack, you can cause the Attack to deal an extra 1d8 damage of the weapons type to the target. When you reach 14th level, the extra damage increases to 2d8.

Arcane Roulette

At 17th level, you can push your luck to its absolute limits. Once per long rest you can use your action to and roll on the Arcane Roulette table. Roll 1d10 and the 9th level spell from the list below immediately takes effect as if cast as a cleric spell by you. You may choose the target of the spell after you know the result of the roll.
d10  Spell
No Effect
Imprisonment
Invulnerability
Mass Heal
5  Power Word Heal
Power Word Kill
Time Stop
True Polymorph
Weird
10  Wish

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