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View Full Version : D&D 5e/Next Cleric Domain: Luck [PEACH]



Ugganaut
2017-08-14, 01:53 AM
Been working on a couple cleric domains, would appreciate any feedback.

Luck Domain
The Luck domain focuses on the manipulation of chance and fate. Deities that claim influence over this domain could focus on the positive aspects of luck(such as Tymora), bad luck(such as Beshaba), or fate.
Luck Domain Spells
Cleric Level: Spells
1st: Bless, Chaos Bolt*
3rd: Blur, Enhance Ability
5th: Beacon of Hope, Blink
7th: Death Ward, Staggering Smite
9th: Circle of Power, Mislead
*Unearthed Arcana: Starter Spells(or switch to Bane).

Bonus Cantrip
When you choose this domain at 1st level, you gain the Guidance cantrip. This does not count toward your cantrips known.

Favored by the Gods
Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. 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: Hand of Fate
Starting at 2nd level, you can use your Channel Divinity to twist luck as you desire. When a creature within 30 feet makes an attack roll, ability check or saving throw, as a reaction you can use your Channel Divinity to also roll a d20, and you decide if the creature uses your roll or theirs. You use this feature after they roll, but before you know its success or failure.

Lucky Charm
Beginning at 6th level, when you use the Guidance cantrip, you can roll the d4 twice and take the higher result.

Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. 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 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Someones Having A Bad Day
Starting at 17th level, you can cause an enemy to have a string of bad luck. As a bonus action, you surround a creature within 30ft with an invisible aura of misfortune, which lasts one minute. At the beginning of each of the creatures turns while under this effect, you roll 2d6 to determine what sort of bad luck they have:
2: The creature stumbles, and awkwardly face plants into the ground. The creature is prone, takes 2d6 damage, and must make a Constitution saving throw with disadvantage or be knocked unconscious until the start of its next turn. The damage increases by 1d6 for each size category above Medium.
3-6: The next time the creature rolls damage for an attack before the start of its next, it uses 1 for each damage die instead of rolling.
7: None.
8-11: The next time the creature rolls an attack roll, ability check or saving throw before the start of its next turn, it uses 1 instead of rolling a d20. If the creature has advantage on the roll, it instead loses advantage.
12: The next weapon attack against the creature before the start of its next turn, is automatically a critically hit.
Once you have used this feature, you must finish a long rest before using it again.