Cleric: Luck Domain

Clerics of the luck domain follow gods such as Tymora, Lady Luck, Cayden Cailean or Desna. They may be gamblers, fortune-tellers, or simply travelers with a pinch of luck in their pockets. Events tend to favour them wherever they tread, at least up until they use up all their karma and the gods see fit to balance things out!

Luck Domain Spells Cleric Level Domain Spells 1st bane, bless 3rd enhance ability, mirror image 5th bestow curse, remove curse 7th death ward, freedom of movement 9th circle of power, synaptic static

Bonus Proficiencies At 1st level, you gain proficiency with martial weapons.

Bonus Cantrip Also at 1st level, you learn the guidance cantrip. This does not count against your maximum number of cantrips known.

Fortune Favors the Bold Starting at 1st level, when a creature misses you with an attack, you have advantage on the next attack you make against it before the end of your next turn. If the attack hits, it deals an additional 1d6 radiant damage.

Channel Divinity: Stroke of Luck From 2nd level, as a reaction when you or a friendly creature within 30ft of you that you can see misses with an attack roll, or fails an ability check or saving throw, you can use your Channel Divinity to allow them to reroll it. They must use the new result.

"I've Made it Out of Worse" From 6th level, your uncanny luck becomes its most potent when the odds are stacked against you. When you would make a roll with disadvantage, you can choose to instead roll with advantage. You can use this ability a number of times equal to your Wisdom modifier (minimum once), and regain all expended uses when you complete a long rest.

Divine Strike From 8th level, 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 weapon's type to the target. When you reach 14th level, the extra damage increases to 2d8.