Domain of Chance
A cleric who devotes themself to Gods of Chance are sometimes given gifts of chance. Random happenings and strange occurrences are likely to follow these Clerics as they delve into the unknowable random.
Spell Table
Level |
Spell |
1st |
Bane, Bless |
3rd |
Shatter, Silence |
5th |
Beacon of Hope, Bestow Curse |
7th |
Blight, Death Ward |
9th |
Insect Plague, Mass Cure Wounds |
Arcane Chance
Starting from when you choose this domain at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw once. After using this feature, the next time you cast a cleric spell of 1st level or higher, you can flip a coin, or roll a d20 against DC10. If it lands on heads or you succeed the check, nothing happens. If it lands of tails or you fail the check, you must lose 4 hp. If you do this, or finish a long rest, you regain use of this feature.
Divine Burst
Starting from 2nd level, you can call upon the gods of fate as an action and flip a coin or do a DC10 check to either gain advantage or disadvantage on your next ability check or attack roll. This must be used before the check is rolled.
Channel Divinity: Bend Luck
Starting from 6th level, you can channel divinity to twist fate. When another creature you can see makes an attack roll, ability check, or saving throw, you can use your reaction to roll a d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can use this feature after the creature rolls but before any effects of the roll occur.
Flows of Chance
Starting from 8th level, you begin to understand the flows of chance, and you can use this to your advantage. You can only use this feature once per long rest. As a bonus action, you can gain any one of the following effects:
Any attack rolls against you have disadvantage for 1 minute
You can add a d6 plus your proficiency to any ability checks that you make or assist with for 10 minutes
You can cast Bane or Bless as a cantrip for 1 hour
For the next 24 hours, you can add your proficiency to any ability check or attack roll if you are not already proficient
Lucky Spell
Starting from 17th level, you can almost see the flow of chance as it relates to magic and arcana. Roll against DC12, and you can regain a spell slot of the level below the spell you are casting up to your maximum spell slots. You cannot regain any spell slots of Level 6 or above.