Ability
Luck
REG-CMN23V7I
Primary Briefing
Luck (Cleric)
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.
Subclass Progression
| Level | Features |
|---|---|
| 3rd | Domain Spell; Bonus Proficiency; Divine Luck; Channel Divinity: Lucky Save; Improved Critical |
| 8th | Divine Strike; Miraculous Luck |
Level 3: Domain Spell
At each indicated cleric level, you add the listed spells to your spells prepared.
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1st: Bane, Guiding Bolt
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3rd: Blur, Find Traps
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5th: Bestow Curse, Nondetection
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7th: Death Ward, Mordenkainen's Faithful Hound
Bonus Proficiency
At 1st level, you gain proficiency with martial weapons.
Divine Luck
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.
Channel Divinity: Lucky Save
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.
Improved Critical
Your weapon attacks critically hit on a 19-20.
Level 8: 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 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.
Miraculous Luck
Your divine luck ability now rerolls on a 5 or lower.