Fighter
Base Class: Fighter

Luckmeisters are fighters with incredible ties to fate, which allows them to manipulate luck and unluck at will. They have the power to use their luck to support allies and weaken foes. Most Luckmeisters come from Halfling descendents, though some have made deals with gods of luck or other deities to give them the upper hand in battle, and some just have natural incredible luck. No matter the source, Luckmeisters use their luck to achieve victory over their enemies.

Luck Points

Starting at 3rd level, due to your incredible luck, whenever you hit a successful melee or ranged attack, saving throw, ability check, or skill check, you gain one Luck Point, to a maximum of 20. Luck Points can be expended (no action required) to gain a bonus to a roll of your choice, such as a saving throw, attack roll, or damage roll. You can expend a total of 5 luck points per roll. Furthermore, if you expend 5 Luck Points, you can instantly win a game of chance, like a coin flip, as your luck intervenes with the natural course of the event. Luck Points reset to 0 upon a long rest.

(Note: You must reset Luck Points to 0 manually, as D&D Beyond does not automatically do it.)

Luck Is In The Air

Starting at 7th level, you have learned to use your luck to an incredible extent. As a bonus action, you can sprout four leafed clovers in a 10 foot radius around you. You and all allies within 10 feet of you are given advantage on attack rolls, saving throws, and ability checks for 1 minute. After 1 minute, the clovers wither and die. You do not gain Luck Points while Luck Is In The Air is activated. These clovers can be used to heal small wounds. You can eat up to 3 clovers as a bonus action, healing 1d4 + 1 hit points for each clover.

Luck Point Improvement

Beginning at 10th level, you can now harness your luck to be used against your enemies directly, instead of bolstering yourself up. You can use your Luck Points to, instead of adding to your rolls, detract from your enemies'. You can expend any number of Luck Points you have and subtract it from an enemy's roll as a reaction. This roll could be a saving throw, attack roll, ability check, or damage roll. In addition, you now gain 2 Luck Points on a successful attack, saving throw, or skill or ability check, and you can expend 7 Luck Points per roll.

Lucky Swing

Starting at 15th level, Upon taking the attack action, You can expend 2 luck points to give yourself a lucky swing on an enemy. Roll a d100. On a 75 or higher, you get another Extra Attack on the enemy. You can use another 5 luck points to reduce the DC to 50. On a success, roll another d100. On a 25 or higher, you deal an additional 3d12 Radiant Damage, as your luck flows through your weapon. After you use this feature, you cannot use it again until you finish a short rest.

Unending Luck

At 18th level, your luck becomes nearly unstoppable, causing the tides of fate to warp around your lucky presence. Your Luck Point maximum increases to 50, and you gain infinite uses of your Luck Is In The Air feature. You also gain permanent advantage on Dexterity saving throws, as your luck allows you to weave in and out of the way of harmful effects. You also gain advantage on Death saving throws, as your luck gives you a chance at recovering from mortal wounds. In addition, you now gain 5 Luck Points per success, and can expend 10 per roll.

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