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 Sphere | Luck, chance, fortune, risk, opportunity and unlikely escape |
|---|---|
| Typical Role | Flexible support cleric, reroll specialist and problem-solver |
| Published Rules | Pathfinder 1e and D&D 3.5e |
| Modern D&D Status | No official same-named Luck Domain in D&D 5e/2014 or the 2024 Cleric rules. |
| Typical Patrons | Tyche, Fortuna, Hermes where fortune or opportunity is established in the portfolio |
Edition Applicability
Luck is a published domain in Pathfinder 1e and D&D 3.5e, but the granted powers and the 1st-level domain spell differ. There is no official same-named Luck Domain in D&D 5e/2014 or the 2024 rules, so no modern tab is invented.
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
| 1st | True Strike |
|---|---|
| 2nd | Aid |
| 3rd | Protection from Energy |
| 4th | Freedom of Movement |
| 5th | Break Enchantment |
| 6th | Mislead |
| 7th | Spell Turning |
| 8th | Moment of Prescience |
| 9th | Miracle |
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
| 1st | Entropic Shield |
|---|---|
| 2nd | Aid |
| 3rd | Protection from Energy |
| 4th | Freedom of Movement |
| 5th | Break Enchantment |
| 6th | Mislead |
| 7th | Spell Turning |
| 8th | Moment of Prescience |
| 9th | Miracle |
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
- 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.
