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 |
1 |
No Effect |
2 |
Imprisonment |
3 |
Invulnerability |
4 |
Mass Heal |
5 |
Power Word Heal |
6 |
Power Word Kill |
7 |
Time Stop |
8 |
True Polymorph |
9 |
Weird |
10 |
Wish |
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