Base Class: Rogue
The Tychomancer has a knack for things to work out in their favour, believing that what is meant to be, will be. As a result, these select few seem to have some sort of divine blessing, allowing them to succeed against all odds as well as harness both good and bad luck to help and hinder others. Whether these individuals have been granted Lady Luck's favour or are just plain lucky is up for fate to decide.
Fortune Favors the Unprepared
At 3rd level, while you are wearing no armour and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier. Additionally, you are now proficient with improvised weapons and while you are using an improvised weapon it has the finesse property.
Coin Toss
At 3rd level, you can channel good and bad luck to help or hinder others. As a bonus action, roll any die to determine in what way you can manipulate fate. An even number on the die roll results in good luck spells, an odd number results in bad luck spells, both listed below. As part of the same bonus action, you cast one of your good luck spells (if you rolled an even number) or one of your bad luck spells (if you rolled an odd number). You cast these spells at their lowest possible level. You ignore components required to cast these spells and the casting time is one bonus action, but you must abide by all other spellcasting rules. You can use Coin Toss an amount of times equal to your Charisma modifier. You regain all expended uses when you finish a long rest.
Good luck - Bless, Shield of Faith
Bad Luck - Bane, Hex
Charisma is your spellcasting modifier for these spells. Your spell save DC for these spells = 8 + your proficiency bonus + your Charisma modifier.
Fortune's Friend
At 9th level, after a long rest, the DM rolls 2d20, recording the higher number rolled and keeping it secret. You can replace one attack roll, ability check or saving throw with this secret roll.
Improved Fortune
At 13th level, you can add your Charisma modifier to the attack and damage rolls of any improvised weapon. You also gain the following spells to use with your Coin Toss feature:
Good luck - Enhance ability
Bad luck - Bestow Curse
Blind Faith
At 17th level, as a bonus action, you offer a prayer to Lady Luck, placing yourself entirely in her hands. Make a Charisma check with the DC determined by the DM by rolling 2d10+5. On a success, treat the next attack roll, ability check or saving throw as if you had rolled a 20 on the d20. On a failure, treat the next attack roll, ability check or saving throw as if you had rolled a 1 on the d20. Once you use this feature, you can't use it again until you finish a short or long rest.
Previous Versions
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1/27/2019 5:51:45 PM
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