The Realms Resurgent
Chase your goals, whatever they may be, and place yourself in the Hands of Fate. You must accept the hand you have been dealt, but it’s always okay to bluff. – From Tyche’s Word, II: iv. Priests of the revived Tyche have made a bit of a name for themselves as fools, gamblers, scoundrels, charlatans, and the luckiest adventurers in a long age.
1st Absorb Elements (PoA), Shield
3rd Blur, Enhance Ability
5th Beacon of Hope, Blink
7th Confusion, Freedom of Movement
9th Circle of Power, Commune
You gain proficiency in Insight, and you can take the Guidance cantrip which doesn’t count against your list on known cantrips. Additionally, you may add your proficiency bonus to any roll or check which involves betting or gambling. (Please note: acting foolhardy, while in character, is not considered gambling.)
Tides of Chaos
Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again.
Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast one of your domain spells. You then regain the use of this feature.
Additionally, you may re-roll a natural 1 a number of times per day equal to your Charisma modifier so long as you did not have disadvantage on the original roll.
Channel Divinity: Surge of Luck
Starting at 2nd level, you can use your Channel Divinity as a bonus action to give luck to your allies. Choose a number of allies equal to your Wisdom modifier within 60 feet of you. They each have advantage on the attack roll, ability check, skill check, or saving throw of their choice before the end of your next turn.
Starting at 6th level, you have the ability to twist fate by stealing one person’s luck and giving it to another. As an action, you may expend a 3rd level spell slot to begin a Chant which lasts up to 1 minute and does not require Concentration. Select a target who rolls a Charisma save (against a supernatural enchantment effect). On a failure, the target has disadvantage on all attack rolls. The target may repeat the save at the end of each of its turns, ending the effect on a save and becoming immune to this effect for 24 hours.
While the target is under this effect, you may choose a recipient target (other than yourself) to receive advantage on all attack rolls. The recipient loses the advantage as soon as the target makes the save.
Each round, for the duration of the Chant, you may use your action to choose an additional target to assail.
Your Chant ends prematurely if you are rendered unconscious, silenced, or unable to speak; however, ending the Chant does not end the ongoing effects.
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
At 17th level, whenever anyone other than a Wild Magic Sorcerer within 30 feet of you, including yourself, rolls on the Wild Magic Surge table, they roll twice, and you choose the result. If the person rolling on the Wild Magic surge table is a Wild Magic Sorcerer, you roll opposed Charisma checks, with the winner of that check choosing the result.
Additionally, you have 1 luck point which you may use each day as if you had the Lucky Feat. If you have the feat, you have 1 additional Luck point per day instead, and you may “give away” your Luck points when anyone within 30 feet of you rolls a d20.