Comments from the Finger: For those players whose clerics don't care much about learning about the gods, and would rather just dedicate their lives to an ideal, there's Luck (and Debauchery, but at my table, that's the same thing as Luck.) And why wouldn't they place their faith in a god of Luck? For an adventurer, every day is a delve into dark dungeons, fighting armies of kobolds, or insulting a gnoll's mother. They can use a good helping of luck.
The gods of Luck - Fharlanghn, Olladra, Mask, Tymora, and Oghma, as well as others - revel in randomness, risk-taking, and chance. Often, they pay close attention to their devotees, and intervene only slightly, turning the tide when a bought of ill-fate has overtaken them, or when a slim but fantastic chance presents itself. These gods promote taking on incredible odds and impossible challenges, and reward those who keep the faith while doing so. As such, the domain of Luck is a favorite amongst adventurers.
Luck Domain Spells:
1st: Divine Favor, Bless
3rd: Aid, Enhance Ability
5th: Bestow Curse, Protection from Energy
7th: Death Ward, Guardian of Faith
9th: Antilife Shell, Legend Lore
Beginning at 1st level, you are unnaturally good at things in which you are not skilled. Once per turn when you roll an ability check for a skill you are not proficient in, you can choose to roll 2d10s in place of 1d20 and use the result. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Channel Divinity: Lucky hit
At 2nd level by saying a quick prayer, you sometimes land miraculous blows in a fight. As a bonus action whenever you make an attack roll or an ability check, you can roll an additional d20 and choose which of the d20s is used. If you attack and successfully hit, reroll any damage dice that rolled a 1 and use the new results instead.
Channel Divinity: Lucky Dodge
At 6th level, in a crunch, you are sometimes difficult to land a hit on. As a reaction when an attack roll is made against you or a friendly creature within 30 feet, or when you or a friendly creature within 30 feet must make a saving throw, you can roll an additional d20 and choose which of the d20s is used. If the attack lands or the saving throw is failed and take damage, reroll any dice that rolled their highest possible number and use those results instead.
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.
At 17th level, you can enter a Flow State requiring concentration as an action for up to 1 minute. During this time, you are in harmony with the universe, and gain advantage on all ability checks, attack rolls, and saving throws. The Flow State ends early if you lose concentration or if you choose to dismiss it. You cannot enter a Flow State again until you take a short or long rest.