The stars of Pash-Mara
The gods of Luck – Fharlanghn, Olladra, Mask, Tymora, and Oghma, as well as others – revel in randomness, risk-taking, and chance. Often, they pay close attention to their devotees, and intervene only slightly, turning the tide when a bought of ill-fate has overtaken them, or when a slim but fantastic chance presents itself. These gods promote taking on incredible odds and impossible challenges, and reward those who keep the faith in the midst of great peril. As such, the domain of Luck is often a favorite amongst adventurers.
LUCK DOMAIN SPELLS
Cleric Level Spells
1stbless, divine favor
3rd aid, enhance ability
5th bestow curse, protection from energy
7th death ward, guardian of faith
9th antilife shell, legend lore
Beginning at 1st level, you are unnaturally good at things in which you are not skilled. Once per turn when you roll an ability check for a skill you are not proficient in, you can choose to roll 2d10s in place of 1d20 and use the result. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Channel Divinity: Lucky Hit
At 2nd level by saying a quick prayer, you sometimes land miraculous blows in a fight. As a bonus action whenever you make an attack roll or an ability check, you can roll an additional d20 and choose which of the d20s is used. If you attack and successfully hit, reroll any damage dice that rolled a 1 and use the new results instead.
Channel Divinity: Lucky Dodge
At 6th level, in a crunch, you are sometimes difficult to land a hit on. As a reaction when an attack roll is made against you or when you make a saving throw, you can roll an additional d20 and choose which of the d20s is used. If the attack lands or you fail your saving throw and take damage, reroll any dice that rolled their highest possible number and use the new results instead.
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.
At 17th level, you can enter a Flow State requiring concentration as an action for up to 1 minute. During this time, you are in harmony with the universe, and gain advantage on all ability checks, attack rolls, and saving throws. The Flow State ends early if you lose concentration or if you choose to dismiss it. You cannot enter a Flow State again until you take a short or long rest.