This subclass was initially conceived of as a complement to the Order domain. It evolved from being focused around chaos and disorder to emphasizing luck and randomness, instead. The end result is a subclass with several features revolving around advantage and disadvantage, meant to be a reflection of modifying the odds of a particular outcome.
Most of the features were created as modified versions of other cleric domain features. However, I'm not very experienced in creating homebrew content, and would like to know if the overall subclass is balanced.
Fortune Domain
Fortune domain spells
\begin{array}{cl} \textbf{Cleric level} & \textbf{Spells}\\ \hline 1 & \text{Chaos Bolt, Ray of Sickness}\\ 3 & \text{Enhance Ability, Mirror Image}\\ 5 & \text{Bestow Curse, Blink}\\ 7 & \text{Confusion, Freedom of Movement}\\ 9 & \text{Contagion, Skill Empowerment} \end{array}
Most spells were taken for flavor reasons, involving rolling extra dice or improving ability rolls. Ray of Sickness, Bestow Curse, and Contagion were selected as sources of disadvantage, which are important for other class features.
Unfortunate Itch
When you choose this domain at 1st level, you learn the Infestation cantrip. For you, it counts as a cleric cantrip, and doesn't count against the number of cleric cantrips you know. Also, when you cast Infestation, the movement caused can provoke opportunity attacks.
I added a bonus cantrip in order to match with the Light and Grave domains. Infestation deals less damage than Toll the Dead on average, although on a separate save ability. The ability to trigger opportunity attacks should not happen very often.
Luck In
At 1st level, you gain the ability to bend the odds in a favorable way. You can spend a bonus action to give a creature within 30 feet of you that you can see advantage on their next attack roll before the start of your next turn.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
This feature was created as a heavily modified version of Warding Flare, from the Light domain. I figured that giving advantage on one attack is slightly better than giving disadvantage on one attack, but the cost being a bonus action instead of an action is slightly higher.
Channel Divinity: Fortune's Favor
Starting at 2nd level, you can use your Channel Divinity to change ill fortune into good.
When you roll damage for a spell, you can use your Channel Divinity to roll an extra damage die for each damage die that shows a 1 or a 2. For each extra damage die that rolls a 1 or a 2, roll another extra damage die. You can use this ability after the damage is already rolled, but only once per damage roll.
This feature was intended to act similarly to Destructive Wrath, from the Tempest domain. Fortune's Favor is less situational, applying to any damage roll, but does not increase the damage as much on average. The specification for spell damage is to avoid any strange interactions with Great Weapon Fighting.
Luck Out
Starting at 6th level, you gain the ability protect yourself and others by altering the odds. When a creature within 30 feet of you that you can see has disadvantage on an attack roll, you can spend your reaction to use your Luck In feature and cause that attack to miss.
This is again based off of the Light domain feature of similar level. Luck Out is meant to be a more situational version of Improved Warding Flare that is slightly more powerful.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any Cleric cantrip.
All cleric subclasses that I have seen have either potent spellcasting or divine strike as their 8th level feature. As I expect this subclass to rely more upon cantrips than melee, I selected potent spellcasting.
Fortune's Fury
Starting at 17th level, you can use your action to activate an aura of misfortune that lasts for 1 minute or until you dismiss it using another action. The aura extends 30 feet out from you, and your enemies within this aura have disadvantage on all attack rolls and ability checks.
Once you use this feature, you can't use it again until you finish a long rest.
This is yet again based on the Light domain feature of similar level. The ability is significantly more powerful, but is only usable once per long rest.
There are several features that I am concerned about the balance of in this subclass. Luck Out and Fortune's Favor trade what I believe are approximately equivalent values between situationality and power, but I am unsure of my evaluation. Luck In and Fortune's Fury are very different from the original features they were based upon, which makes evaluating them difficult for me. Beyond that, I don't know how well these features interact with each other, or with other class features.
Is this subclass balanced, compared to other cleric subclasses?