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Ability
Luck
REG-CMN23V7I
Ability
Luck (Cleric)
Archive Status
Public
Last Revision
3 Jun 2026
Campaign
Shivath
Source: Homebrew (Shivath)
Some seem to live a charmed life, this could be the outlook of the jealous and spiteful or a literal translation of divine providence, your not really sure, all you know is, things seem to go your way.
| Level | Features |
|---|---|
| 3rd | Domain Spell; Bonus Proficiency; Divine Luck; Channel Divinity: Lucky Save; Improved Critical |
| 8th | Divine Strike; Miraculous Luck |
At each indicated cleric level, you add the listed spells to your spells prepared.
1st: Bane, Guiding Bolt
3rd: Blur, Find Traps
5th: Bestow Curse, Nondetection
7th: Death Ward, Mordenkainen's Faithful Hound
9th: Skill Empowerment, Circle of Power
At 1st level, you gain proficiency with martial weapons.
When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. If you possess the Lucky Halfing Trait, you may instead use this power to reroll twice upon rolling a 1 and take either result. You may only benefit from this ability a number of times equal to your Wisdom modifier. You regain these uses when you finish a long rest.
Starting at 2nd level, you can use your Channel Divinity to infuse an ally with luck against an effect. As a reaction you can cause an ally that has just rolled a saving throw, but of which the results have not been revealed to gain a +5 to that roll.
Your weapon attacks critically hit on a 19-20.
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 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.
Your divine luck ability now rerolls on a 5 or lower.