Luck and unluck is a form of divine gift or curse. It is how the divine can bring a peasant to riches or a lord to rags. Charese, the goddess of luck, knows how to bend the casting of dice, the damage of a sword blow and even dust in the eye that causes the guard looking for you to be distracted at just the right moment. She hides her incredible power, the bending of the circumstance of man, in the guise of coincidence. While other gods are more direct, Charese prefers the subtle. Charese is the preferred deity of gamblers, swashbucklers and other risk takers.
At 1st level you learn the Guidance cantrip if you don't already know it.
Also at 1st level, you can find yourself in ideal conditions on the battlefield. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll.
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.
Starting at 2nd level, you can use your Channel Divinity to create an illusory duplicate of yourself.
As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you. For the duration, you can cast spells as though you were in the illusion’s space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can seethe illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.
Starting at 6th level, when you restore hit points to an ally with a spell of 1st level or higher, you also give the creature advantage on its next attack. If that creature would already have advantage, then if they hit on their attack, it becomes a critical strike.
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 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.
At 17th level, you gain resistance to two damage types of your choice, choosing from bludgeoning, necrotic, piercing, radiant, and slashing. Whenever you finish a short or long rest, you can change the damage types you chose.
As an action, you can temporarily give up this resistance and transfer it to one creature you touch. The creature keeps the resistance until the end of your next short or long rest or until you transfer it back to yourself as a bonus action.