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Gambling goes brrrrrrr

 
 
Feature: Luck attraction

 

At level 3, every time you roll a natural 20 in something, you get a luck point. You can SPEND your luck points on different kinds of things such as:

2 - Presence of the fortunate: you may give one of your allies (not yourself) an advantage on the next roll.

4 - Lucky find: Use when making an investigation cheek, add half your rouge level, rounded down, to your roll.

5 - Tricks of fate: Whatever you have rolled is now a critical hit. For example, you can spend your 5 luck points to change the outcome of your roll before or after doing it. If you use this whatever you have rolled is a natural 20/critical hit. 

7 - Unexpected plot twist: You can buy this before or after an enemy has rolled on anything but before the result is soon. That roll is now a Nat 1

10 - Share the luck: Until the start or your next turn, all allies have advantage on up to three of their attacks

Sudden fortune

At level 3

You can do 2 things with that ability 

Lucky dodge: Once per a long rest, you can use your reaction to luckily dodge any attack, however you have to make a dexterity saving throw with the DC of 14, if you fail you fall prone. At level 14 this ability regenerates from a short rest.

Or

Beginner's luck: You can get advantage on any ability check which You don't have proficiency or expertise in. You can only use it once, but it regenerates after a long rest. You don't get advantage on saving throws. At level 14 this ability regenerates from a short rest.

 

 

 
Variant Warzone Gamber: Luck's gamble

At level 3

A number of time equal to your chr modifier per a short or a long rest you can use this. After you roll a D20 or something in eyesight rolls a D20, before the outcome is reveled, you may reroll that D20 and must take the new roll,

Luck absorption

At level 9, You may use this ability once per long rest to absorb the luck of your enemy or an ally. Meaning that the target must roll a charisma saving throw of the DC of 10 plus your charisma modifier + prof. If fails, then the target gets disadvantage on the next roll, and you get an advantage on it. 

You may use this ability 2 more times on the condition that when the target succeeds at the saving throw, you get disadvantage, and the target gets advantage

Forever Lucky

At level 14, you can choose to roll with advantage a number of times equal to you chr mod, regain all uses after a long rest.

Lucky break 

At level 18, if you were to drop to 0 hp, you can choose to instead fall to 1hp, and until your next turn, gain a plus 5 to your ac and to all saves. Use this ability once a long rest.
 

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1/8/2025 1:08:42 PM
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