Domain of Luck
The deities of Luck revel in randomness, risk-taking, and chance. Often, they pay close attention to their devotees, and intervene only slightly, turning the tide when a bought of ill-fate has overtaken them, or when a slim but fantastic chance presents itself. These gods promote taking on incredible odds and impossible challenges, and reward those who keep the faith in the midst of great peril. As such, the domain of Luck is often a favorite amongst adventurers.
Spell Chart
Level |
Spell |
1st |
Bless, Bane |
3rd |
Aid, Enhance Ability |
5th |
Blink, Protection from Energy |
7th |
Confusion, Freedom of Movement |
9th |
Commune, Mislead |
Fortune's Friend
Starting at 1st level when you choose this domain, you are favoured by the uncanny luck granted by your deity. When you finish a long rest, the DM rolls two d20s and records the higher of the two in secret. Whenever you make an attack roll, saving throw, or ability check, you can choose to replace your roll with this secret die roll. You must choose to do so before the outcome of the roll is stated. When you finish a long rest, you lose any unused rolls from this feature.
Channel Divinity: Invoke Fortune
Also staring at 2nd level, you can use your Channel Divinity to gain a limited influence over other's luck. As an action, you present your holy symbol and speak a prayer invoking good luck. A friendly creature you can see within 30 feet of you has advantage on the next attack roll, saving throw, or ability check it makes, provided that it makes the roll before the start of your next turn.
Channel Divinity: Invoke Misfortune
At 6th level, you can use your Channel Divinity to bring misfortune to your enemies. When a hostile creature you can see within 30 feet of you makes an attack roll, saving throw, or ability check, you can use your reaction to present your holy symbol and speak a prayer invoking ill luck to impose disadvantage on the roll.
Fortune's Best Friend
When you reach 8th level, for your Fortune's Friend feature, your DM rolls three d20s, instead of two, and records the highest of the three.
Second Chance
At 17th level, when you or a friendly creature within 10 feet of you drops to 0 hit points but are not instantly killed, you can use your reaction to plead to your deity for a second chance. Roll a d20. On an 11 or higher, the creature drops to 1 hit point instead. Once you use this feature, you cannot use it again for 7 days, regardless of the success of the roll.