You were once a chosen of fate—a favored agent of a god, fiend, or enigmatic force. Their influence made you a beacon of luck, power, and potential. But now, their favor is gone, leaving you adrift. Misfortune clings to you like a shadow, yet you press on, determined to either restore your former connection or carve out a new identity in a world that seems eager to watch you fail.
- Skill Proficiencies: You have proficiency in Persuasion, and choose one from: Sleight of Hand, Insight, Perception, Deception, Survival or Stealth.
- Tool Proficiencies: a Gaming Set.
- Languages: One language of your choice.
- Equipment: A tattered token of your former patron (a coin, amulet, or charm), a dagger, a set of travel-worn clothes, 5 gp in a pouch.
Despite the lingering bad luck that haunts you, you’ve learned to push through it with grit and determination.
1. On all non-proficient skill checks and attack rolls, you subtract 1d4 from the total.
2. Once per long rest, you choose an ability modifier and add to a roll, ignoring the penalty for this roll. (Declare the modifier before the roll).
3. If your total roll equals 21, ignore the penalty from this feature and add the chosen modifier to every roll.
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