Luck Domain (PH 187)
Granted Power (Ex): You gain the power of good fortune, which is usable once per day. This extraordinary ability allows you to reroll one roll that you have just made before the DM declares whether the roll results in success or failure. You must take the result of the reroll, even if it's worse that the original roll.
Luck Domain Spells
Entropic Shield: Ranged attacks against you have 20% miss chance.
Aid: +1 on attack rolls, +1 on saves against fear, 1d8 temporary hp +1/level (max +10).
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Freedom of Movement: Subject moves normally despite impediments.
Break Enchantment: Frees subject from enchantments, alterations, curses, and petrification.
Mislead: Turns you invisible and creates illusory double.
Spell Turning: Reflect 1d4+6 spell levels back at caster.
Moment of Prescience: You gain insight bonus on single attack roll, check or save.
MiracleX: Requests a deity's intercession.
Hmmm. Check out the Destiny domain. I think a mix of the two would fit nicely.
Destiny Domain Spells
Omen of Peril: You know how dangerous the future will be.
AuguryMF: Learns whether an action will be good or bad.
Delay Death: Losing hit points doesn't kill subject.
Bestow Curse: -6 to an ability score; -4 on attack rolls, saves, and checks; or 50% chance of losing each action.
Stalwart Pact: You gain combat bonuses automatically when reduced to half points or lower.
Warp Destiny: Reverse failed save or hit in combat.
Bestow Curse, Greater: As bestow curse:, but more severe penalties.
Moment of Prescience: You gain insight bonus on single attack roll, check or save.
Choose Destiny: Gain two chances for success on every action.