Rogue
Base Class: Rogue

Do you feel Lucky? Well do ya?

Blessed Luck

Starting at 3rd level, you either are cause the world around you to be lucky or unlucky by consequences of your actions.

Lucky

Starting at 3rd level, you can as a reaction give a luck roll to yourself or a companion within 30ft of you a number of times equal to your proficiency bonus. You may use this feature on saving throws and ability checks, and mat be used after the roll. All uses reset after a long rest. (You may roll a d4 at level 4, d6 at level 6, d8 at level 8, d10 at level 10, d12 at level 12 and a d20 at level 18.)

Unlucky

Starting at 3rd level, you may use your reaction to give a creature within 30ft a unlucky roll to its attack roll or ability check. You may use this feature a number of times equal to your proficiency bonus and must be stated before the roll. All uses reset after a long rest.(You may roll a d4 at level 4, d6 at level 6, d8 at level 8, d10 at level 10, d12 at level 12 and a d20 at level 18.)

Flippin Luck

Starting at level 3, you may flip a coin every morning to see if Lady Luck favors you today. After a long rest, you use this feature and flip a coin. On a Heads you may store an advantage roll till the next long rest. On Tails you may store a disadvantage roll that can be cursed upon a creature you are fighting. At 9th level you may flip 2 coins and at 15th level flip 3 coins.

Lucky Critical

Starting at 9th level, you may treat a 7 or 20 as a critical hit. Also if you are under the unlucky effects a 13 is considered a critical fail along with a natural 1.

Armor Luck

Beginning at 13th level, you may use your Blessed Luck as a reaction and add it to your AC when you are hit by a melee or ranged weapon attack. This feature ends at the end of the current turn.

Stored Luck

Beginning at 17th level, depending on how lucky or unlucky you are dictates this feature.

Lucky

Beginning at 17th level, once you roll a critical success you can choose to store the critical success for another roll. You reroll the current roll and take the new outcome. Until your next long rest you can replace any roll you make with this stored critical success. You can store a number of rolls equal to your proficiency modifier.

Unlucky

Starting at 17th level, you cause those around you to become unlucky. Any critical success rolled in your presence up to 60 ft is turned into a critical fail. You may annul this effect a number of times equal to your proficiency bonus. When you use this ability, you have to move the critical fail to another creature that you can see within 60ft. That creatures next roll is a critical fail. This feature uses reset after a long rest.

Previous Versions

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11/17/2022 1:37:09 AM
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11/17/2022 1:48:06 AM
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1/18/2023 2:57:46 AM
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