Luck Domain
God of fortune, is said to be oney who favors those who gamble with the utmost skill and daring, and watches over all who take risks to better their fortunes. Their followers truly believe that fortune favors the bold, and throughout they are prayed to for a little bit of good luck before undertaking an endeavor. Those who worship Luck are daring risk-takers who seek out luck where they can find it.
LUCK DOMAIN SPELLS
| Cleric Level | Spells |
|---|---|
| 1st | bless, shield of faith |
| 3rd | aid, lesser restoration |
| 5th | protection from energy, remove curse |
| 7th | dimension door, freedom of movement |
| 9th | dispel evil and good, greater restoration |
BONUS CANTRIP
At 1st level, you gain the true strike cantrip as a bonus cantrip.
FAVOR OF LUCK
When you choose this domain at 1st level, you can increase your chances of succeeding on a task or endeavor you choose.
Whenever you make an attack roll, ability check, or saving throw, you can choose to give yourself a +2 bonus to the roll. You must declare your intent to use this ability before you make the roll.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
CHANNEL DIVINITY: LUCK WAVE
Starting at 2nd level, you can use your Channel Divinity to create good fortune that benefits you and your allies. As an action, you can choose any number of creatures within 30 feet of you. The chosen creatures gain advantage on the next attack roll, ability check, or saving throw they make until the end of your next turn.
WELL-TIMED LUCK
At 6th level, you have inexplicable luck that seems to kick in at just the right moment.
You have 3 luck points. Whenever you make an attack roll, ability check, or saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw. You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker’s roll or yours.
If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled. You regain expended luck points after finishing a long rest. If you have the Lucky feat when you gain this feature, you gain no benefit from this feature. If you take the Lucky feat while possessing this feature, you gain no benefit from the feat.
EVASION
Beginning at 8th level, you can nimbly dodge out of the way of certain effects, such as a red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
LEGENDARY RESISTANCE
Starting at 17th level, your good fortune inspires you to even greater acts of heroism and fortitude. If you fail a saving throw, you can choose to succeed instead. You may use this ability once. You must finish a long rest before using it again.

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