The luck Domain

The luck domain focus on granting a favorable favor to the prayer. Even the pope doesn’t know the true face of their god , the influence and blessing feel really real.

Favored by gambler ,jackass , and the needy the prayer and rite will fill the casino and gambler den.

Bonus Proficiency

You get more lucky than normal people thanks from your gods .whenever you finish a long rest Roll 1d4 you get extra Proficiency in skill or language or tools equal to number of dice you roll you must pick options that different from previous pick.

if you get 1 you also get to pick 1 cantrip from any class and treated as know cleric cantrip for you.

if you get 4 you lost one of your cantrip (rolled randomly by dm).

you also get to add these spell into your spell list but not count towards the total of your your know spell

1st chaos bolt, bane 3rd crown of madness, nathar's mischief 5th feign death,clairvoyance 7th confusion, death ward 9th seeaming,mislead

Bank of luck

By becoming a servant of the luck god, you can manifest luck to an intangible die called a luck token.

When you or your allies roll a 20 on a d20 when making a skill check or saving throw, you can use your reaction to capture it as a lucky die, then reroll it and accept the second result. this luck token can be piece of paper with thumbs up or anything small token that must be approved by your dm. By saving this roll as a luck token, you can use it to alter your luck or your allies' luck. Once per a turn, you can spend luck token to allow yourself or an ally within 30 feet of you that you can see to throw the die and reroll a skill check or saving throw. You can hold a number of lucky dice equal to your number of channel divinity slots per day (minimum 1).

luck token can only be used for skill checks and saving throws.

The luck token turns into a pinch of salt or other harmless material (approved by your DM) when you finish a long rest.

Channel divinity: luck sack

As an action, you can use your holy symbol to emit bright multicolored light in a 15-foot radius and dim multicolored light for an additional 15 feet that lasts for a minute or until you lose concentration (as if concentrating on a spell). While in this light, any hostile creature that starts its turn or enters the light for the first time in the turn must make a Charisma saving throw against your DC. If it fails you can use your reaction to mark them with a harmless tattoo of your choice (with DM approval) .you can have a total of marked creature up to your proficiency bonus.

Once on their turn, when a creature having a tattoo makes an attack roll, you can impose disadvantage on the roll before the DM rolls.

at level 6th you don’t need to hold concentrating to use this feature.

Casino of fate