Difference between revisions of "Luck Domain (5A)"
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=== Blessed Strikes === | === Blessed Strikes === | ||
− | When you reach 8th level, you are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn | + | When you reach 8th level, you are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn. |
=== Confident Luck === | === Confident Luck === | ||
Starting at 17th level, when you use Bit of Luck, there is no reroll. Instead you determine the dice result. | Starting at 17th level, when you use Bit of Luck, there is no reroll. Instead you determine the dice result. |
Revision as of 13:41, 19 January 2022
Starfox's 5th Edition Fan Page |
This is a Cleric domain for 5A.
Luck is a profound but elusive power. Does it even exist? Clerics of luck not only believe in luck, but stake their lives on it.
Subclass Features
Cleric Level | Spells |
1 | Bane, Bless |
3 | Augury, Find Traps |
5 | Bestow Curse, Counterspell |
7 | Death Ward, Freedom of Movement |
9 | Dispel Evil and Good, Skill Empowerment |
Gamer or Gambler
At 1st level when you choose this domain, you gain proficiency with all gaming sets.
Estimate Odds
As a bonus action you can ask the DM the difficulty of an action you describe.
Small Favors
At 1st level, you learn the Blade Ward, Guidiance, True Strike and Vicious Mockery cantrips. These count as cleric cantrips to you, but they do not count against your number of cantrips known. If you already know one or more of these cantrips, you learn a cleric cantrip for your choice for each of them you already knew.
Channel Divinity: Bit of Luck
Starting at 2nd level, you can channel energy to give luck
- As a reaction when a creature you can see or hear within 30 ft. (including you) fails an ability check, attack roll, or saving throw, you can Channel Divinity to allow the creature to roll again with advantage. They must use the second roll, even if it is worse. When the DM deems appropriate you can also use this for purely random event like luck of the draw or fall of dice and when a creature rolls for a random effect, such as how to act when confused or the result of a wild magic surge.
Make a Bet
Starting at 6th level, you become exceptionally good at enticing creatures to gamble. You can spend an action to convince a creature within 30 ft. you share a language with to bet on an event or to resolve an event by luck of the draw. Make a Charisma (Persuasion) check against their passive Wisdom save, on a success they accept your offer if they find the terms you propose reasonable or else make a counter-offer you can accept or decline. Once the bet is resolved, the loser must give the agreed-upon boon, or all their attack rolls and ability checks against the winner suffer disadvantage. The effect, including consequences, last for 10 minutes.
Blessed Strikes
When you reach 8th level, you are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.
Confident Luck
Starting at 17th level, when you use Bit of Luck, there is no reroll. Instead you determine the dice result.