Luck Domain
Gods who watch over the domain of luck are commonly associated with that of wealth, curses, and hope. These deities enjoy watching odds change and destiny being changed. Followers are often that of gamblers, athletes, fortune-seekers, and those who live their life to the edge. Clerics who follow this domain are fate-changers, making the possible impossible and the impossible possible. The weakest chink in armor may be found with the help of these clerics, while the truest strikes may miss under their gaze.
Luck Domain Spells
| Cleric Level | Spells |
|---|---|
| 1st | Bane, Bless |
| 3rd | Enhance Ability, Fortune's Favor |
| 5th | Bestow Curse, Remove Curse |
| 7th | Death Ward, Freedom of Movement |
| 9th | Circle of Power, Skill Empowerment |
Bonus Proficiency
At 1st level, you gain proficiency in one Charisma skill of your choice, alongside with one gaming set of your choice. Your proficiency bonus is doubled for any ability check you make that uses that skill or gaming set.
Wellspring of Luck
Also at 1st level, you have learned to manipulate fortune and misfortune when it affects you. You have a pool of d4's equal to your Wisdom modifier (minimum of 1), which you can use in one of the following ways.
- Whenever you make an attack roll, saving throw, or ability check, you can choose to roll a d4 and add it to the roll. You must add it before making the roll.
- Whenever you fail an attack roll, saving throw, or ability check, you can spend your reaction to roll a d4 and add it to the roll, possibly turning a failure into a success.
- Whenever a creature succeeds in an attack roll against you, you can spend your reaction to roll a d4 and subtract it from their total roll, possibly turning a success into a failure.
You can only add one of these d4's per roll, and you regain all expended uses after a long rest.
Channel Divinity: Second Chance
Starting at 2nd level, you can use your Channel Divinity to grant allies an extra chance. As an action, choose a number of creatures up to your Wisdom modifier (minimum of 1) that you can see within 20 feet of you. They each get a special d20 that they can roll as a reaction whenever they would roll an attack roll, saving throw, or ability check. They can choose to spend this reaction after they roll the die, but before the outcome is determined. They choose which of the d20's is used, and lose this additional die if they don't use it after a minute has passed since you used your Channel Divinity.
Channel Divinity: Reversing Fortune
At 6th level, you can swap around failure and success through your Channel Divinity. Whenever a creature that you can see makes an attack roll, ability check, or saving throw, you can spend your reaction in an attempt to inverse their roll. For example, a creature who rolled a 2 would now have rolled a 19, a creature who rolled a 20 would have rolled a 1, while a creature who rolled a 12 would have rolled a 9. You can spend this reaction after the roll is made, but before the outcome is determined.
When attempting to inverse a roll, make an ability check using your spellcasting ability. The DC equals either the roll you are attempting to change, or its inverse (whichever is higher). On a failure, you fail to inverse the roll.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Overflowing Luck
At 17th level, you are supernaturally lucky. Your Wellspring of Luck now has a pool of d4's equal to double your proficiency bonus, and whenever a friendly creature within 5 feet of you make an attack roll, saving throw, or ability check, you can choose to roll a d4 and add it to their roll.

