TomCosta
Forgotten Realms Designer
USA
971 Posts |
Posted - 24 Aug 2016 : 03:02:27
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Here's another one, mostly inspired by the 2E Tyche, Beshaba, and Tymora, with a little bit from a few others mentioned and a look at the 3E luck domain and auspicion prestige class. Comments welcome. Curse of the gods is modeled on the Vistani curse in Curse of Strahd. the "fumble" spell should be compared to the spell "slow."
Luck Domain Beshaba, Tymora, Haela Brightaxe, Vergadain, Erevan Ilesere, and Brandobaris are the gods of luck. This group of mostly benevolent gods is readily called upon by the faithful for boons minor and grand, while the more malevolent gods are placated out of fear. In both cases, the attitude of the clergy toward their flocks mirrors their relationship with their deity. These deities teach their followers that fortune favors the bold, but the directionless beg for the capricious mercy of misfortune—which is no mercy at all. As a result, the clergy of these gods, trust in themselves, their faith, and their fate.
Luck Domain Spells Cleric Level Spells 1st Bane, bless 3rd Aid (a.k.a. Tymora’s resolve), Tasha’s hideous laughter (a.k.a. Beshaba’s gibbering) 5th Bestow curse, remove curse 7th Death ward, fumble 9th Geas (a.k.a. inescapable misadventure), greater restoration
Bonus Proficiencies Games of chance and luck come naturally to you. At 1st level, you gain proficiency with 2 gaming sets of your choice.
Favored by Fate You are favored by fortune. At 1st level you gain the following benefits: • 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. • You learn either the guidance (a.k.a fleeting fortune), resistance (a.k.a. auspicious evasion), or true strike (a.k.a. battle blessing) cantrip. • You add the following spells to your cleric spell list: hex, shield, counterspell, eyebite, foresight, and wish.
Channel Divinity: Fickle Finger of Fate Starting at 2nd level, you can use your Channel Divinity to impart the favor of Tymora or bane of Beshaba on yourself or another. Whenever you or another target that you can see makes an attack roll, an ability check, or a saving throw, you can roll an additional d20. You can choose to use this ability after the initial attack roll, ability check or saving throw is made, but before the outcome is determined. You then choose which of the d20s is used. You cannot use this ability in conjunction with the Lucky feat. If more than one creature uses this ability or uses the Lucky feat to influence the outcome of a roll, the effects cancel each other out; no additional dice are rolled.
Fortuitous Dodge Starting at 6th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage.
Divine Strike: Lucky Blow At 8th level, you your weapon strikes are blessed by providence. 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 magic damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra magic damage increases to 2d8.
Luck of the Gods At 17th level, if you fail a saving throw, you can choose to succeed instead. You may use this ability two times between long rests.
Curse of the Gods Also at 17th level, you may use an action to utter a curse. The curse targets another creature within 30 feet that you can see. You can’t utter another such curse before finishing a long rest. The target must succeed on a Wisdom saving throw equal to your cleric spell save DC to avoid the curse. The curse doesn’t end when the target dies. If a cursed target is returned to life, the curse remains in effect. The curse lasts until ended with a remove curse spell, a greater restoration spell, or similar magic. You choose the curse’s effect from the options that follow. • The target has disadvantage on ability checks and saving throws tied to one ability of your choice. This may be accompanied by sinister changes in the targets appearance. For example, if the curse affected the target’s Charisma, the target’s face could be badly scarred, making it difficult to interact with others. If it affected Dexterity, the character might develop uncontrollable muscle tics, making it difficult for them to dodge out of the way of traps and other attacks. • The target gains vulnerability to a damage type of your choice. • The target takes an extra 1d4 necrotic or psychic damage (your choice) from all attacks and spells that damage the target. • The target is blinded, deafened, or both. • The target is poisoned. • The target is unable to perform a certain kind of act involving fine motor control, such as tying knots, writing, playing an instrument, sewing, or casting spells that have somatic components. • An item in the target’s possession disappears and can’t be found until the curse ends. The item can weigh no more than 10 pounds. • The target’s attunement to one magic item (one you are aware of or you may allow the DM to choose) ends, and the target can’t attune to the chosen item until the curse ends.
Fumble 4th-level abjuration Casting Time: 1 action Range: 120 feet Components: V, S, M (a dab of solidified milk fat) Duration: Concentration, up to 1 minute You create a 40-foot cube in which up to six creatures of your choice suddenly become clumsy and awkward. Each target must succeed on a Charisma saving throw or be affected by this spell for the duration. An affected target’s speed is halved, it suffers disadvantage on Dexterity checks and saving throws, it suffers disadvantage on attack rolls, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn. If an affected target rolls a 1 on any of its rolls, it suffers an additional penalty at the DM’s choosing. For example, the target might trip and fall prone, drop an item (which could also break), or miss its attack. If the creature attempts to cast a spell with a somatic component, it must first succeed in making a Concentration check. The Concentration check DC equals the spell save DC. A creature affected by this spell makes another Charisma saving throw at the end of its turn. On a successful save, the effect ends for it.
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