While other games may take a broader-based approach to the cleric class, 13th Age focuses on the classic archetypal clerics: bastions of holiness who protect and heal their allies while debilitating the forces of evil. So when we set out to create new domains and spells for clerics, we wanted to expand that view some. Take the Luck Domain for example. This domain is perfect for clerics of gambling gods as well as trickster gods. The help of such deities is far from consistent, unless the cleric call upon the luck of these deities to help them in their quests. It is this good fortune that we wanted to incorporate into 13th Age and as always, Richard Moore did a smashing job of delivering that.
Once per battle on your respective turns as a free action, you and your allies may each adjust the natural value of a single d20 roll downward by 1 (typically to trigger a result which would usually only work on a natural odd or even roll). An ally must be nearby you in order to use this blessing.
Champion Feat: As a free action at any time (typically after an enemy attack is rolled but before its damage and other effects are resolved), you can revoke this benefit for yourself and all allies who have not yet used it in order to add the escalation die to a single ally’s AC or PD (you choose which one is affected). You cannot bestow this defense bonus on yourself.
Epic Feat: As the Champion feat above, except that the escalation die bonus is now granted to AC, PD, and MD.
Invocation of Luck: This battle, you and each of your allies can each separately reduce the difficulty value of a single save in order to end an ongoing condition by one step—Hard (16+) is reduced to Normal (11+), Normal (11+) is reduced to Easy (6+), and an Easy (6+) save automatically succeeds the next time the character would make the roll. This difficulty reduction persists until you or that ally succeeds on the save, or until the battle ends.