Base Class: Rogue
Lady Luck is fickle, but her relationship can be more intimate with some than others. Whether by latent magic power, a karmic blessing, or a curse that brings misfortune, a Jinxed Rogue has the ability to reach out and touch probability in a way most only hope for. Bending chance around them, the Jinxed are risk-taking gamblers with a penchant for surprises.
Luck-bending savants, a Jinxed Rogue excels in applying their strange abilities to tip the scales of a fight in the favor of themselves and their allies. Jinxed Rogues can be played both offensively, using their karma to empower attacks and damage rolls; or defensively by applying bad luck to an enemy’s assault.
Karmic Manipulator
Starting when you choose this archetype at 3rd level, you have the power to alter chance in a moment’s notice. This takes the form of Karma Dice, which are all d6’s. You have a number of Karma Dice equal to your proficiency bonus, and all expended Karma Dice are returned to you at the end of a long rest. Whenever you or another creature you can see makes an attack roll, ability check, saving throw, roll for damage, or roll for healing, you can choose to roll a Karma Dice and then add or subtract the number rolled from the total result. You can do this after an attack roll, ability check, or saving throw is already rolled but before you know if the roll is a success or failure. After doing so, that Karma Dice is expended.
I Meant To Do That
Starting when you choose this archetype at 3rd level, whenever you roll a natural 1 on an attack roll, ability check, or saving throw, you regain a Karma Dice if any have already been spent.
Twist Fate
Starting when you reach 9th level, whenever a creature you can see is hit by an attack or must make a dexterity saving throw, you can use your reaction to give them the benefits of either your Uncanny Dodge or Evasion features.
Impossible Savant
Starting at 13th level, you can maintain a passive influence on the events around you. Whenever you end a long rest, you can choose to gain one of the following benefits.
- Untouchable: Whenever you take the dash action, opportunity attacks are made at disadvantage against you.
- Lucky Strike: Your weapon attacks score a critical hit on a roll of 19 or 20.
- Miracle Worker: Whenever you expend a karma dice, you can treat a 1 on the dice as a 2 instead.
The benefit you choose stays active until you finish another long rest.
Mark of Misfortune
Starting at 17th level, whenever you hit a creature with your sneak attack, you can use your bonus action to curse that creature with terrible luck. For the next hour, whenever that creature makes an attack roll, ability check, or saving throw that you can see, you can use your reaction to impose a critical failure and remove the curse. When you use this feature, you cannot use it again until you finish a long rest.
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