Luck Domain (5e Subclass)
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Gods of fortune and misfortune such as Olladra, Tyche, Hermod and Ralishaz teach that luck is two sides of the same coin. Some also teach their followers to see luck as a thing you should try to make for yourself. Others teach their followers to be humble when luck comes there way as fortune can be fickle and that good luck can very quickly turn around. Clerics of the luck domain are granted a small measure of power over fate and fortune, being able to skew events to benefit them or to hinder their enemies. These powers are often quite subtle, seemingly being the nothing more but a quirk of fate.
Luck Domain Spells
|1st||feather fall, heroism|
|7th||confusion, elemental bane|
|9th||skill empowerment, mislead|
Pendulum of the Lucky
Starting at 1st the fortune you have been bestowed by your god starts to manifest in small ways. You may choose one skill and gain advantage on all skill checks involving this skill for 24 hours or until you take a long rest. If you fail a check for that skill during this 24 hours your advantage changes to disadvantage during this period until you succeed on a check again, then it switches back to advantage and so on and so forth. You may use this ability once per long rest.
Channel Divinity: Invoke Chance
Starting at 2nd level, you can use your Channel Divinity to affect a creature with a greater depth of probability. When a creature, including yourself, makes an ability check or attack roll, you can use your Channel Divinity and roll 1d4. On a result of 1 or 2 the creature gains a penalty on the result of their roll, on a 3 or 4 they gain a bonus on the result of their roll. After you have determined whether or not to add a penalty or a bonus, roll a 1d8, the result of that roll is the value of the bonus or penalty applied by this feature.
Skew the Dice
Beginning at 6th level good fortune begins to smile upon you. You gain a +1 bonus to all ability checks.
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 of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.
Master of Luck
Starting at 17th level you may flip the forces of fortune and misfortune at a whim. As a reaction when a creature, including yourself, is granted either advantage or disadvantage on an ability check or attack roll, you may instead cause the creature to be granted disadvantage or advantage respectively for the next roll they make. You can use this feature a number of times equal to your Wisdom modifier, and you regain all expended uses of it when you finish a long rest.
|Features||Domain Spells +, Pendulum of the Lucky +, Channel Divinity: Invoke Chance +, Skew the Dice +, Divine Strike + and Master of Luck +|
|Identifier||5e Subclass +|
|Summary||A cleric who worships a god of fortune, seeking to control the force of luck. +|
|Title||Luck Domain +|