Luck Domain


PtolusPeopleOrganizationsMagicTechnologyRules
!

The domain of Luck is the province only of those gods – such as Destor, the Fifty-Three Gods of Chance, Jode, the Lady, and Rajek the Wanderer – who truly believe in chance as a guiding principle in the universe. Such powers are usually chaotic. Although at first glance this domain seems to overlap with Trickery, it is actually quite distinct. A luck god throws the dice; a trickster god tries to weight them.

Luck Domain Spells
Cleric Level Spells
1st Bane, Bless
3rd Chance’s Grace, Lucky Shot
5th Karma, Lucky Break
7th Fumble, Moment
9th Extraordinary Luck, Lucky Day

New Spell

BONUS PROFICIENCY
When you choose this domain at 1st level, you gain proficiency with all Gaming sets (dice, dragonchess, cards, etc.).
BONUS CANTRIP
Also at 1st level, you learn the true strike cantrip.
CHANNEL DIVINITY: LEND LUCK
Starting at 2nd level, you can use your Channel Divinity to aid your allies by lending them your good luck.
As a reaction when an ally rolls an attack, save or check but before knowing the result, you give them advantage on the attack, save or check. The next time you make a meaningful roll of the same type (attack, save or check), you have disadvantage on that roll.
LUCK IS ON YOUR SIDE
Starting at 6th level, whenever the DM rolls a random encounter, random event, random rumor or similar random check for you, he rolls twice and chooses the result more favorable to you in the moment.
LUCKY STRIKE
At 8th level, you gain great luck with your weapon strikes. The first time you hit with a weapon attack on each of your turns, you can cause the attack to do 1d8 extra damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.
IMPOSSIBLE LUCK
Starting at 17th level, you have advantage on all saving throws.
New Spells Casting Time Range Components Duration
Chance’s Grace 2nd-level transmutation 1 action Self V, S, M (a holy symbol) Concentration, up to 1 minute
You call upon the power of luck to protect you from ill fortune. While affected by this spell, you never have to roll an extra die due to disadvantage.
At Higher Levels: When you cast this spell using a slot of 4th level or higher, the maximum duration increases. If you use a 4th level slot, it lasts concentration, up to 10 minutes; if you use a 6th level slot, it lasts concentration, up to 1 hour; and if you use an 8th level slot, it lasts concentration, up to 4 hours.
Extraordinary Luck 5th-level transmutation 1 action 60 feet V, S, M (a holy symbol) Concentration, up to 1 minute
When luck is on someone’s side, that person virtually cannot fail. Choose one creature within range. While this spell lasts, when that creature has advantage, it may roll three dice instead of two and select the best one.
At Higher Levels: When you cast this spell using a 7th or higher level slot, its duration increases. With a 7th level slot, the duration is Concentration, up to 10 minutes; with a 9th level slot, the duration is Concentration, up to 1 hour.
Fumble 4th-level transmutation 1 action 60 feet V, S, M (a holy symbol) Concentration, up to 1 minute
When you cast this spell, you cause up to six creatures within range to have terrible luck with their attacks. Each victim of this spell automatically misses on a natural roll of 1-5. In addition, depending on the campaign, an additional effect happens on such a roll:
-If the game does not normally use a fumble system, the target’s turn immediately ends, it cannot use its Reaction until after its next turn, and it loses its action on its next turn.
Karma 3rd-level transmutation 1 action Self V, S, M (a holy symbol) Concentration, up to 10 minutes
You trade bad luck now for good luck later. At any time while this spell is in effect, you may take disadvantage on an attack, check or save that you do not already have disadvantage on. In return, once before the end of the spell, you gain advantage on an attack, check or save. You may repeat this effect as often as you like, although the DM may rule that you do not gain future advantage from taking disadvantage on meaningless rolls (e.g. a Persuasion check against another pc or an ally).
Lucky Break 3rd-level transmutation 1 reaction 60 feet V, S, M (a holy symbol) Instantaneous
When you or an ally are hit by an attack or fail a saving throw, you can use your reaction to cast this spell to give the victim of the attack or failed save a lucky break. Against that target only, the attacker or spellcaster rolls twice the normal damage dice for the attack or save, then discards the half of the dice showing the highest numbers.
At Higher Levels: When you cast this spell using a 5th or higher level slot, you can protect more than one creature from the same attack or effect. When you use a 5th level slot, you can protect two creatures; when you use a 7th level slot, you can protect up to four creatures; and when you use a 9th level slot, you can protect up to eight creatures from the same attack or effect.
Lucky Day 5th-level transmutation 1 action Touch V, S, M (a holy symbol) Until the next dusk
You grant a creature a lucky day. Until the next dusk, the target has 3 luck points. Whenever it makes an attack, check or save, it can spend one luck point to roll an additional d20. It can choose to spend one of its luck points after rolling the die but before determining the results, and it chooses which of the d20s to use. It can also spend a luck point when an attack roll is made against it. It rolls a d20, then chooses whether to use its result or the attacker’s. If more than one creature spends a luck point to influence the outcome of a roll, the effects cancel each other out, even if they both wanted the same result.
Lucky Shot 2nd-level transmutation 1 bonus action or 1 reaction 10 feet V, S, M (a holy symbol) Instantaneous
When you hit with a weapon attack against a creature within range, you can cast this spell with your bonus action (on your turn) or your reaction (off your turn). Roll one extra damage die for the weapon and discard the lowest die.
In addition, if you use this spell when the triggering attack is a critical hit, you roll one extra severity die and discard the lowest.
At Higher Levels: When you cast this spell using a 3rd or higher level slot, you increase the range at which it can be used to 30’. If you cast it using a 4th or higher level slot, you can cast it as a reaction to an ally hitting a target within range.
Moment 4th-level transmutation 1 bonus action 30 feet V, S, M (a holy symbol) 1 round
You and your allies have a perfect moment of luck. While the spell lasts, you and each creature you choose have advantage on all attacks and saves while within range.

PtolusPeopleOrganizationsMagicTechnologyRules

Luck Domain

Ptolus, City by the Spire UselessTriviaMan