TEXT: by Oskar Orn Eggertsson
  for Dungeons & Dragons, fifth edition
  LUCK DOMAIN
  DIVINE DOMAIN
  
  Author
  Óskar Örn Eggertsson
  aka Emerald Samurai
  Cover Art
  Veronica Surovtseva
  Interior Art
  WarmTail
  Background Art
  Nimgyu
  minor changes by Óskar Örn
  Eggertsson
  Fonts Used
  Albertus
  OpenDyslexic
  Made with
  Affinity
  by Serif
  Special Thanks
  All you wonderful people on
  Twitter who make me want
  to keep writing this stuff!
  2
  Luck Domain
  LEGAL
  DUNGEONS
  &
  DRAGONS,
  D&D,
  Wizards
  of
  the
  Coast, Forgotten Realms, Ravenloft, Eberron, the
  dragon ampersand, Ravnica and all other Wizards
  of the Coast product names, and their respective
  logos are trademarks of Wizards of the Coast in
  the USA and other countries.
  This
  work
  contains
  material
  that
  is
  copyright
  Wizards of the Coast and/or other authors. Such
  material
  is
  used
  with
  permission
  under
  the
  Community
  Content
  Agreement
  for
  Dungeon
  Masters Guild.
  All
  other
  original
  material
  in
  this
  work
  is
  copyright 2018-2020 by Óskar Örn Eggertsson
  and
  published
  under
  the
  Community
  Content
  Agreement for Dungeon Masters Guild.
  
  Luck Domain
  T
  here are many deities who
  grant good fortune to their
  worshipers but there are few who
  truly embody it. Trickster deities
  are
  often
  associated
  with
  bad
  luck while deities of wealth are
  often associated with good luck
  as
  well.
  Deities
  that
  are
  associated with gambling often
  grant both good luck and bad.
  Some
  clerics
  of
  this
  domain
  worship luck itself as a divine
  force, some even claiming that
  their divine magic is a form of
  luck by itself.
  Good Luck
  Various deities spread good luck
  and fortune to their followers.
  Tymora, Olladra, and Bes are all
  associated with good luck, while
  many deities of commerce and
  wealth,
  such
  as
  Waukeen,
  Fharlanghn,
  Shinare,
  and
  Kol
  Korran, are known to give good
  fortune in business. Mortals pray
  to these deities for good luck, be
  it in business or in their everyday
  life.
  Bad Fortune
  Not all deities give good luck,
  however,
  and
  deities
  of
  bad
  fortune are cursed by mortals
  when things go awry. Beshaba,
  Ralishaz,
  the
  Traveler,
  Garl
  Glittergold,
  and
  Loki
  are
  all
  deities
  that
  get
  blamed
  for
  streaks
  of
  bad
  luck,
  whether
  directly
  or
  through
  trickery.
  Clerics
  of
  many
  tricksters
  sometimes channel their ability
  to cause bad luck rather than
  channeling their tricks.
  Features
  When you choose this Domain at
  1st level, you gain access to the
  following
  features
  as
  you
  advance in the cleric class.
  Domain Spells
  You gain domain spells at the
  cleric levels listed in the Luck
  Domain
  Spells
  table.
  See
  the
  Divine Domain class feature for
  how domain spells work.
  Armor of Luck
  You put faith in luck to keep you
  safe from harm. While you are
  not
  wearing
  any
  armor
  or
  carrying a shield, you can add
  your
  Wisdom
  modifier
  to
  your
  armor class.
  3
  Luck Domain
  Cleric
  levels
  Luck Domain features
  1st
  Armor of Luck,
  Beginner’s Luck,
  Domain Spells
  2nd
  Channel Divinity
  6th
  Lucky Find
  8th
  Lucky Strike
  17th
  Burst of Fortune
  
  Beginner’s Luck
  You
  may
  add
  your
  proficiency
  bonus to any one ability check as
  long as you wouldn’t normally
  benefit
  from
  your
  proficiency
  bonus to that roll. You can do
  this a number of times equal to
  your Wisdom modifier, and you
  regain spent uses when you finish
  a short or long rest.
  Channel Divinity:
  Stroke of Luck
  Once per round after you reach
  the 2nd level, whenever you or
  someone else that you can see
  within 60 feet makes an ability
  check,
  attack
  roll,
  or
  saving
  throw, you can roll a d20 and
  choose which roll is used, using
  your Channel Divinity to do so.
  You can choose to do this after
  the initial roll is made but before
  the result of that roll applies.
  Lucky Find
  When
  you’re
  in
  need,
  luck
  prevails. When you reach the 6th
  level, you can find an item that
  you need when you need it with
  a
  stroke
  of
  luck,
  using
  your
  Channel Divinity to do so. What
  you
  find
  can
  be
  any
  mundane
  item or set of tools, limited in
  price to your level in gold pieces.
  You
  can’t
  find
  a
  specific
  item,
  only an item of the type you
  need (you can’t stumble upon the
  murder weapon in a mystery, but
  you could find a weapon). Your
  DM has a final say in whether you
  can find what you need in the
  location that you are now (such
  as a barren room) or if the item
  belongs
  to
  someone
  else,
  but
  luck usually has a way to bring
  you what you need.
  Lucky Strike
  At 8th level, you gain the ability
  to
  infuse
  your
  weapon
  with
  divine luck. Once per turn, when
  you hit a creature with a weapon
  attack, you can cause the attack
  to deal an extra 1d8 damage of
  the
  same
  type
  dealt
  by
  the
  weapon to the target. When you
  reach
  14th
  level,
  the
  extra
  damage increases to 2d8.
  4
  Luck Domain
  Luck Domain Spells
  Cleric
  levels
  Luck Domain Spells
  1st
  feather fall, grease
  3rd
  find traps,
  pyrotechnics* (gust of
  wind)
  5th
  call lightning,
  counterspell
  7th
  confusion, polymorph
  9th
  insect plague, skill
  empowerment*
  (contagion)
  *XANATHAR’S GUIDE TO EVERYTHING.
  Without that book, use the
  spells in paranthesis ()
  
  Burst of Fortune
  When you reach 17th level, you
  can cause a wave of good or bad
  fortune
  to
  wash
  over
  those
  around you. As an action, you
  can
  choose
  a
  number
  of
  creatures
  up
  to
  your
  Wisdom
  modifier that are within 30 feet
  from
  you,
  and
  decide
  whether
  they will all have good luck or
  bad luck. If they have good luck,
  they may add a 1d6 to all their
  ability checks, attack rolls, and
  saving
  throws.
  If
  they
  would
  have bad luck, they must make a
  Wisdom saving throw. On a failed
  save,
  they
  must
  reduce
  the
  result
  of
  every
  ability
  check,
  attack
  roll,
  and
  saving
  throw
  they make by 1d6. Whether good
  or bad luck, this effect lasts for
  1 minute and once you use this
  feature
  you
  can’t
  do
  so
  again
  until
  you’ve
  completed
  a
  long
  rest.
  5
  Footer
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Subclasses/Cleric/Luck Domain - Divine Domain.pdf