Rogue
Base Class: Rogue

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Fortune's Favor

You gain Fortune die that equal d4 at 3rd level and increases to d6 at 5th level, d8 at 11th level, d10 at 16th level and d12 at 18th level.

You can use these die to use you're diffrent abilities and such. You get half your level rounded up + your proficency bonus.

 

 

Dumb Luck

Sometimes your luck manges to somehow bend reality making attacks that would normaly hit miss. You're just incredibly lucky...

As a reaction when you're hit by an attack you can use a fortune die and add it to your AC for that attack. This effect only works on attack rolls and not on saving throws. 

 

Lucky Suprise

Sometimes your greatness even suprises yourself.

You score a critical hit on any roll thats 19-20.

Rokushiki Apprentice

You master three of the Rokushiki techniques.

When you have  mastered all of the rokushiki techniques you learn the Rokugan. This attack is your must powerfull attack dealing 10d10 piercing damage. After using this attack 3 times you have to roll 2d6 +2 and you can't use this for that amount of time. After using this attack twice you suffer one level of exhaustion. 

Geppo

On your turn you can use your bonus action to dubble jump, This ability also changes so you can use your DEX mod instead of STR to long jump. This movement does not provoke oppurtunity attacks

Kami-e

As a reaction you can use this technique adding you DEX mod to your AC. This recharges on a 5-6 that you roll on each of your turns after using it.

Rankyaku

When using a weapon that deals slashing damage you can increase your range by 90 feet. This air slash is 10 feet wide and to dodge it you need to succeed a dex saving throw. This slash deals an extra 3d8 but if you're within your weapons range they automatically succeeds the saving throw.

Shigan

You learn to use your body as your weapon. Your fingers become weapons dealing 1d10 + dex mod piercing dmg. When you take the attack action using this technique you get one extra attack with your other hand provided that you have nother in the other hand.

Soru

Yopu learn to move at extraordinary speeds for a short amount of time. You can as an bonus action use up to twice your movement, this movement can be used to get advantage on an attack or advantage on a stealth check. This movement doesn't provoke oppurtunity attacks.

Tekkai

As a reaction you can  increase you AC by your CON modifier. On each one of your turns afterwards you roll 1d6 and on a 5-6 you can use it again. 

Lucky Guess

Sometimes when talking or observing people you can make a lucky guess about them. As an bonus action you can ask the DM one question about the character after talking to them or observing them for atleast 1 minute.

Felix Felices

Once activated this ability makes you feel luckier then ever. The feeling rushing through you is a feeling of beaing able to succeed at anything you could possibly try. This ability is active for 1 minute and afterwards you have to roll 2d6 +2 and you can't  use this ability for that time. After using this ability you get 3 levels of exhaustion.

Gut feeling

You learn to trust your gut feeling and that makes you more alert to things others might not notice.

You get an increase to your passive scores and initative. At 3 Level you get +1 to passive scores and +2 to initiative. 8th level you get +2 to passive and +3 to initiative. 12th level you get +3 to passive scores and +4 to initiative. 16th level you get +4 to passive scores and +5 to initiative.

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