Cleric Level Spells
1st bless, hex
3rd aid, enhance ability
5th bestow curse, protection from energy
7th death ward, guardian of faith
9th dispel evil and good, reincarnate
You find yourself unnaturally gifted at things you are unskilled with from time to time. You can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus. You may use this ability up to 3 + half of your cleric levels, rounded down, times. All uses of this feature are restored after a long rest.
Channel Divinity: Lucky Hit
At 2nd level, by saying a quick prayer, you sometimes land miraculous blows in a fight. Whenever you make an attack roll, you my expend a use of your Channel Divinity as a bonus action to gain advantage on the roll. If you successfully hit, reroll any damage dice that rolled a 1 and use the new results instead.
Improved Lucky Hit
At 6th level, you can use your Channel Divinity feature to grant luck to an ally when they attack. Whenever a creature you see within 30 feet makes an attack roll, you can expend one use of your Channel Divinity feature as your reaction to grant advantage on the roll. If they successfully hit, they re-roll any damage dice that rolled a 1 and use the new results instead.
At level 8, your weapon attacks are infused with divine luck. Your critical threat range is doubled. At level 14, your critical threat range increases to triple standard.
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 long rest.