Luckbringer of Tymora Cleric Archetype

Some believe that the gods determine the success or failure of events in Faerûn. More capricious philosophers tout the elusive force known as luck as the deciding factor of the multiverse. The clergy of Tymora, however, prefer a synthesis of these beliefs, claiming that their divine patron guides the ministrations of luck. Further, they profess that mortals can learn to bend luck to their own benefit or to the detriment of their enemies. Luckbringers, Tymora’s specialty priests, manipulate luck as if it were the strings of a worn mandolin to give credence to those claims.

Patron Deity and Alignment: The Luckbringer must be either Chaotic Good or Neutral Good and have Tymora as her patron.

Class Skills: The Luckbringer gains Bluff and Knowledge (local) as class skills, and loses Diplomacy and Knowledge (nobility). She also gains a bonus equal to 1/2 her cleric level on Profession (gambling) rolls. This modifies the cleric’s class skills.

Domains: The Luckbringer must choose the Luck domain as one of her domains.

Spontaneous Casting: Rather than spontaneously casting curing spells, the Luckbringer may spontaneously cast spells from her Luck domain. This alters spontaneous casting.

Moment of Chance (Su): Each day, the Luckbringer has a pool of moments of chance equal to 1/2 her class level (minimum 1) plus her Wisdom modifier. As an immediate action, a Luckbringer can expend a moment of chance to do any one of the following things:

  • Fatespin (Su): A luckbringer can cause a reroll of one attack roll, combat maneuver check, or skill check that occurs within 100 ft. and in line of sight of her. She must be aware of this action to use this ability. She may declare the use of this ability after the original result is known. The character spends 1 moment of chance from her pool to force a reroll of the original d20 roll.
  • Weal or Woe (Su): Apply a +1 luck bonus or –1 penalty to any single d20 roll resulting from an action that occurs within 100 ft. and in line of sight of the Luckbringer. A luckbringer must be aware of the action and must declare the use of this ability before the roll is made.
  • Narrow Miss (Ex): The luckbringer bestows a chance upon any one target within 30′ and in line of sight of her (including herself) to avoid a confirmed critical hit, or any attack that would reduce the target to 0 hit points or fewer. Avoiding the hit requires a successful Reflex save against the attack roll (or the confirmation roll for a critical hit), adding the Luckbringer’s Charisma modifier to this save. In the case of a damaging spell or ability that would reduce the character to 0 hit points or less, this effectively grants the luckbringer a second saving throw to negate or reduce the effect. If the Luckbringer is unconscious or otherwise unable to declare this benefit, it will still function upon herself to avoid such damage, including that of a coup de grace, and she is still entitled to the Reflex save to reflect Luck’s intervention on her behalf.
  • Slip up (Su): The target of this moment of chance suffers a moment of bluster, causing them to roll on the Confusion table, as if affected by the spell, on their turn. The target is allowed a Will save against a DC of 10 + half the Luckbringer’s level + her Charisma modifier. If the target creature rolls a natural 1 on its save, it instead rolls on the mythic confusion table.

This ability replaces the cleric’s Channel Energy ability.

Evasion: At 9th level, the Luckbringer gains the Evasion ability of a rogue, she has this benefit so long as she has at least one moment of chance available. If she already has Evasion, or gains it later from another class, this becomes Improved Evasion instead. This replaces the greater power of one of her domains.

Make Your Own Luck: At 20th level, the Luckbringer is a mortal embidoment of divine luck. The bonus or penalty granted by Weal or Woe is her Wisdom bonus, and she may declare the use of it after the result is known. When she uses the Fatespin ability, two d20s are rolled and she gets to choose which result replaces the original roll. The Slip Up ability always causes the target to roll on the mythic confusion table regardless of the number rolled on a failed save. And she need no longer expend a moment of chance to use the Narrow Miss ability; she merely need have one moment of chance remaining in her pool.