Luck Domain (Homebrew)
Hit Points
Hit Dice: d4 per Luck Domain (Homebrew) level
Hit Points at first Level:
Hit Points at Higher Levels:
Proficiences
Armor:
Weapons:
Tools:
Saving Throws:
Skills:
Overview & Creation
Though fortunes can be fickle, clerics who select the Luck domain seek to leverage Tymora’s control of luck to spread goodwill and hope of good fortunes throughout the realms. These clerics are kind and jovial as they seek to help others see Lady Luck as the bringer of victories and provider of inspiration to strive harder to improve the chances for success in all endeavours.
Level |
Spells |
1st |
deflection*, heroism |
3rd |
Favor of Tymora*, free will |
5th |
beacon of hope, boon of fortune* |
7th |
feat*, freedom of movement |
9th |
bestow enchantment, threefold boon* |
Bonus Cantrip
When you select this domain at 1st level, you learn the guidance cantrip if you don’t already know it.
Luck Advantage
Also at 1st level, whenever you gain advantage on an attack roll, ability check, or saving throw, you can grant an ally within 30 feet of you advantage on the same type of roll within the next minute. The benefactor of this luck can choose when to use it but must decide before the outcome of a roll is known. You can use this feature a number of times equal to your Wisdom modifier, regaining all uses after a long rest.
Channel Divinity: Tymora’s Luck
Starting at 2nd level, you can use your action to Channel Divinity and grant yourself or your allies a fraction of Tymora’s luck. For 1 minute, whenever you or an ally you can see within 15 feet makes an attack roll or an ability check, they can roll an additional d20, but only once per round. The creature can use the result of either roll for its attack roll or ability check. You can choose to use your Channel Divinity to grant the luck after a roll is made but before the outcome of the attack or ability check is known.
Stroke of Luck
At 6th level, you can use your reaction to impose disadvantage on an attack roll that targets only you. Alternatively, if you are forced to make a Dexterity or Strength saving throw, you can use your reaction to gain advantage on the roll. You can use this feature twice, regaining all uses at the end of a short rest. The number of uses increases as you gain levels. You can use this feature three times at 11th level, and four times at 16th level.
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. When you reach 14th level, the damage increases to 2d8.
Luckbringer
At 17th level, whenever you start your turn and don’t have any remaining uses of your Stroke of Luck feature, you regain one use.