Domain of Chance

It's not often that gamblers and risk-takers become devoted clergy, but there are gods that represent divine luck, such as Tymora, Norebo, Tyche, and (in Mura) Amili. They aren't in it for the victories or the gold (though those are bonuses), they participate in games of chance for the thrill of it. Above all else, they appreciate a player with sportsmanship and tact, and condemn cheaters as they would thieves and murderers. Clerics of such gods are pushed to take risks to save others, no matter how slim the chance of success.

Favorable Odds
When you choose this domain at 1st level, you already begin to find favor from fortune itself. When a creature hits you with a weapon attack, or a spell that is a cantrip, you may use your reaction to dull the blow, causing every damage die they roll to result in a 1. Additionally, when a creature damages you with a spell, you may expend a spell of the same level to cause all damage dice to result in 1.

You may do this a number of times equal to your Wisdom modifier (minimum 1). You regain all uses at the end of a long rest.

Channel Divinity: Fates Intertwined
As an action, you flip a coin into the air and let it land on the ground. For the next minute, at the beginning of each of your turns, roll 1d4. When a creature within 30 feet makes an attack roll or saving throw, you can either increase or decrease their roll by the number rolled. You may do this after they have rolled but before it is determined whether they are successful. You then cannot use this ability again until the beginning of your next turn.

Channel Divinity: Tables Turned
As a bonus action, you send a prayer to your god to tilt fortune in your favor. For the next minute, if you roll a 1 on an attack roll, you may reroll the attack. You must keep the second result. If the second result hits, it becomes a critical hit. If you fail a saving throw, you may end this ability early to succeed it instead.

Switch Hands
Starting at 6th level, you learn how to use your luck, whether good or bad, in unpredictable ways. Once per long rest, when you roll an attack roll, ability check, or saving throw, you may roll an additional d20 and choose either as the result. Record the other result. When a creature within 30 feet makes a roll of the same type (if you rerolled an attack roll, they must roll an attack roll), you may replace it with your recorded result. When you finish a long rest, you lose the recorded roll.

Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

The House Always Wins
Starting at 17th level, the worst chances you have is still not in favor of your enemy. You cannot suffer disadvantage for any reason, and creatures cannot have advantage on attack rolls against you. Additionally, you add foresight to your Cleric spell list, and you always count it as prepared.