Luck Domain Spells | |
---|---|
Cleric Level | Spells |
1st | Bane, Bless |
3rd | Aid, Enhance Ability |
5th | Bestow Curse, Remove Curse |
7th | Death Ward, Freedom of Movement |
9th | Circle of Power, Skill Empowerment |
Bonus Cantrip
When you choose this domain at 1st level, you gain the Guidance cantrip if you do not already have it. This does not count against your number of cantrips known.
Fortune's Favor
Beginning at 1st level, you can call upon fortune in order to aid you. As a bonus action on your turn, you may add 1d4 to an ability check, skill check, attack, or saving throw.
You may use this ability a number of times equal to your Wisdom modifier. All expended uses come back upon a long rest.
Channel Divinity: Twists of Fate
Starting at 2nd level, you can use your Channel Divinity to alter the outcome of an event.
As a reaction, you may channel the forces of fate around a creature within 10 meters of you when they make an ability check, skill check, attack, or saving throw. Doing this either adds or subtracts a d6 from that check, your choice.
Bountiful Luck
Starting at 6th level, your critical successes help others succeed. When you score a critical success on an ability check, skill check, attack, or saving throw, you can choose a creature within 20 meters of you. The next ability check, skill check, attack, or saving throw that they make becomes the minimum value needed to succeed.
You may use this ability once. You regain the ability to do so again on a short or long rest.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Luck Favored
Starting at 17th level, you critically succeed any check on a roll of 19-20.