Luck Domain

Card players representing chance and the Luck Domain

The Luck Domain makes chance itself a divine resource. Its priests survive bad moments, turn uncertainty in their favour and treat fortune as something that can be nudged rather than merely endured.

At a Glance

Divine SphereLuck, chance, fortune, risk, opportunity and unlikely escape
Typical RoleFlexible support cleric, reroll specialist and problem-solver
Published RulesPathfinder 1e and D&D 3.5e
Modern D&D StatusOriginal playable 2024 and 2014 Luck Domain conversions, requiring GM approval; not official WotC subclasses.
Typical PatronsTyche, Fortuna, Hermes where fortune or opportunity is established in the portfolio

Edition Applicability

The first two tabs are original, GM-approved 2024 and 2014 subclasses. Pathfinder 1e and D&D 3.5e retain their published domain powers, bonus-slot system and different first-level domain spells. Use only the rules in your chosen edition.

Luck Domain — D&D 5.5e / 2024

Original campaign conversion (GM approval required), not an official 2024 subclass. Choose this domain at Cleric level 3. Use the ordinary 2024 Cleric rules for Divine Order, Channel Divinity and Blessed Strikes.

2024 Luck Domain Spells

These spells are always prepared when you reach the listed Cleric level, count as Cleric spells for you, and do not count against normal preparations. Each group lists spells available at that level and stays prepared thereafter.

Cleric LevelAlways-Prepared Spells and Use
3Bless (tilt an ally’s next rolls), Sanctuary (shield the vulnerable); Aid (strengthen the group), Enhance Ability (prepare for the uncertain)
5Dispel Magic (break a hostile effect), Clairvoyance (look ahead)
7Freedom of Movement (escape a bad position), Divination (seek an omen)
9Greater Restoration (reverse lasting misfortune), Seeming (disguise the whole party)

Level 3: Fortune’s Margin

When you or a creature you can see within 30 feet fails a D20 Test, you can take a Reaction to roll 1d4 and add it to that roll, potentially turning the failure into a success. You can use this feature a number of times equal to your Proficiency Bonus, regaining all expended uses when you finish a Long Rest. One roll can benefit from this feature only once.

Level 3: Channel Divinity — Shared Second Chance

As a Magic action, expend a use of Channel Divinity and choose up to three willing creatures you can see within 30 feet (you can choose yourself). During the next minute, each chosen creature can reroll one failed saving throw and must use the new roll. Its benefit then ends; the entire effect ends sooner if you are Incapacitated. This does not alter the normal reaction cost of Fortune’s Margin.

Level 6: Shelter from the Worst

When you use Fortune’s Margin on another creature, it also gains Temporary Hit Points equal to 2d6 + your Wisdom modifier (minimum 1). The Temporary Hit Points arrive whether or not the 1d4 changes the failed roll. You cannot gain these Temporary Hit Points by targeting yourself.

Level 17: Twist of Fate

Your Fortune’s Margin bonus becomes 1d8 instead of 1d4. When a creature uses the reroll from Shared Second Chance, it can choose the original roll or the reroll; this does not grant another reroll. These features do not negate automatic failure or immunity stated in another rule.

Luck Domain — D&D 5e / 2014

Original campaign conversion (GM approval required), not an official 2014 subclass. Choose this domain at Cleric level 1, and use 2014 Cleric spell preparation, Channel Divinity and cantrip rules.

2014 Luck Domain Spells

The listed spells become always prepared at these Cleric levels. They count as Cleric spells and do not use your normal prepared-spell allowance.

Cleric LevelDomain Spells and Use
1Bless (favour a group), Sanctuary (buy a moment to retreat)
3Aid (bolster survivors), Enhance Ability (prepare a difficult attempt)
5Dispel Magic (undo a curse), Clairvoyance (scout ahead)
7Freedom of Movement (escape restraint), Divination (consult an omen)
9Greater Restoration (repair lasting harm), Seeming (mask the party’s appearances)

Level 1: A Knack for Escapes

Gain proficiency in either Insight or Sleight of Hand. Once per Short or Long Rest, when you fail an ability check with either skill, you may reroll that check and must use the second result.

Level 2: Channel Divinity — Loaded Odds

When a creature you can see within 30 feet makes an attack roll, ability check or saving throw, you can use your Reaction and expend Channel Divinity after the d20 is rolled but before the GM declares success or failure. Roll 1d6 and add the result to that roll. You cannot use this on a roll that has already been resolved.

Level 6: Deny the Killing Blow

When a creature you can see within 30 feet takes a critical hit, you can use your Reaction to turn that hit into a normal hit. You can use this feature once per Short or Long Rest. The attack still hits, and its other effects still apply.

Level 8: Potent Spellcasting

Add your Wisdom modifier to the damage you deal with any Cleric cantrip.

Level 17: Favour Returned

When you use Loaded Odds, roll 2d6 and add the higher result instead of 1d6. After the roll resolves, the chosen creature also gains Temporary Hit Points equal to your Wisdom modifier + your Cleric level (minimum 1). This benefit does not apply to a later roll made by another creature.

Luck Domain — Pathfinder 1e

Rules status: published Pathfinder 1e Core Rulebook domain.

Bit of Luck

As a standard action, touch a willing creature. For the next round, whenever that creature rolls a d20, it may roll twice and take the more favourable result. Uses per day equal 3 + your Wisdom modifier.

Good Fortune

At 6th level, as an immediate action, reroll any d20 roll you have just made before the result is revealed. You must take the reroll even if it is worse. You can use this once per day at 6th level and one additional time per day for every six Cleric levels beyond 6th.

Pathfinder 1e Luck Domain Spells

1stTrue Strike
2ndAid
3rdProtection from Energy
4thFreedom of Movement
5thBreak Enchantment
6thMislead
7thSpell Turning
8thMoment of Prescience
9thMiracle

Luck Domain — D&D 3.5e

Rules status: published D&D 3.5e SRD domain.

Granted Power: Good Fortune

Once per day, reroll one roll you have just made before the result is declared a success or failure. You must accept the reroll even if it is worse than the original result.

D&D 3.5e Luck Domain Spells

1stEntropic Shield
2ndAid
3rdProtection from Energy
4thFreedom of Movement
5thBreak Enchantment
6thMislead
7thSpell Turning
8thMoment of Prescience
9thMiracle

How the Luck Domain Plays

Pathfinder’s Bit of Luck is strongest when handed to the party member about to make several important d20 rolls in one round, while Good Fortune protects the cleric from one disastrous result. D&D 3.5e compresses the idea into a single daily reroll but backs it with a broad spell list focused on survival, freedom and improbable success.

Who Grants the Luck Domain?

Tyche and Fortuna are obvious patrons where their established pages support the domain. Hermes can fit when luck is tied to opportunity, travel or clever escape rather than pure chance.

Priests, Temples and Rites

Luck priests bless journeys, wagers, risky ventures and new beginnings. Their rites often involve casting lots, drawing marked tokens, interpreting unusual coincidences or deliberately leaving one part of a ceremony to chance.

What Are Luck Priests Doing Now?

They are advising merchants before dangerous voyages, judging whether repeated accidents are coincidence or curse, settling disputes over miraculous good fortune, protecting gamblers from supernatural cheating and pursuing relics believed to bend chance around their bearers.

Related Domains and Character Options

Rules Sources and Licensing

  • D&D 2024 and 2014: complete original campaign conversions, requiring GM approval; neither is an official same-named Player’s Handbook subclass. Spell effects and base Cleric rules follow the edition selected. The prepared-spell and domain-slot systems are distinct.
  • Pathfinder 1e: Bit of Luck, Good Fortune and the spell list follow the Pathfinder Core Rulebook Luck Domain.
  • D&D 3.5e: Good Fortune and the spell list follow the 3.5 SRD Luck Domain.
  • Edition difference: Pathfinder uses True Strike at 1st level; D&D 3.5e uses Entropic Shield.

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