
Domain Spells:
1st – charm person, identify
3rd – augury, suggestion
5th – bestow curse, tongues
7th – freedom of movement, secret chest
9th – hallow, legend lore
All That Glitters
At 1st level, you add your proficiency bonus to Charisma (Persuasion) checks made to barter or haggle, Intelligence checks made to appraise the value of objects, and Wisdom (Insight) checks made to detect dishonesty. You gain this bonus even if you’re already proficient in the relevant skill.
Fortune’s Favor
Also at 1st level, when you make an ability or skill roll, attack roll, or saving throw with Advantage and still fail, you can invoke Fortune’s Favor to add a bonus equal to your character level to the result. Alternatively, you can use Fortune’s Favor to impose a penalty equal to your character level on another creature’s ability or skill roll, attack roll, or saving throw.
You must finish a long rest before you can use this feature again.
Channel Divinity: Flip of a Coin
At 2nd level, you can channel divine power to manipulate the powers of fate and chance to alter a future outcome. As an action, you expend one use of channel divinity. Until the end of your next turn, you can add a +10 bonus or a -10 penalty to the result of any one d20 roll.
Honest Work
At 6th level, you gain proficiency in one set of artisan’s tools of your choice. Whenever you complete a long rest, you can change the type of artisan’s tools with which you’re proficient.
Heads I Win, Tails You Lose
Beginning at 8th level, whenever you make an attack roll with Advantage and both results would hit, roll damage as if it were a critical hit. Whenever you make an attack roll with Disadvantage and miss, you still deal half damage and the next attack targeting you suffers Disadvantage.
Stay Gold
At 17th level, allies within a 30-foot radius that can see and hear you gain a bonus to all saving throws equal to your Wisdom modifier.
This ability is only active while you’re conscious.