Base Class: Rogue
Fatestealers are rogues who make their own luck and the luck of others, by altering destiny you can turn situations around, changing the odds to be in your favour and turn your enemies luck against themselves.
Thief of Fate
When you choose this subclass at 3 level you gain the ability to steal luck, and make it your own, or dish out bad luck to those who stand in your way, you gain the ability to hold and store Fate, you maximum amount of Fate Points is equal to your Dexterity+Proficiency, and after every long or short rest you regain or lose Fate points until you have an amount equal to your Proficiency Bonus. You may expend a Fate Point to do one of three things:
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Good Fortune: You may expend one Fate Point as part of an Attack Roll or Ability Check you make to give yourself Advantage, or as a Reaction when you make a Saving Throw to give yourself Advantage on the roll.
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Bad Fortune: You may expend one Fate Point as a Reaction to make a target within 30ft make an Ability Check, Attack Roll or Saving Throw at Disadvantage.
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Shared Fortune: As a Reaction you may expend a Fate Point to grant Advantage to a creature within 30 ft on an Ability Check, Attack Roll or Saving Throw.
You may regain Fate Points in a few different ways:
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When you would have Advantage on a roll, you may choose not to have Advantage and instead store that Advantage as a Fate Point.
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When an enemy within 30ft of you has Advantage on a roll you may attempt to steal that Advantage as a Reaction, the target makes a save again your Fate DC (8+Dexterity+Proficiency), if they fail then they lose Advantage on the roll and you regain 1 Fate Point.
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When an Ally within 30ft would make an Attack Roll or Saving Throw at Advantage they may choose to make the roll without Advantage and instead give it to you as a Fate Point.
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When you roll a Natural 20 or a Natural 1 you regain 1 Fate Point.
Quick Reflexes
Starting at 3 level when you choose this subclass you gain an additional Reaction on each of your turns, this Reaction may only be used to regain or expend Fate Points as per your Thief of Fate feature.
Fated Knowledge
Starting at 9 level you may look deep into a creature to attempt to discover their strengths and weaknesses, when you make a Successful Attack Roll against a creature you may force it to make a Wisdom Saving Throw against your Fate DC, on a fail you learn their Resistances, Immunities and Vulnerabilities, in addition the first Attack Roll you make against them on each of your turns is made at Advantage for the next Minute. You may use this feature an amount of time equal to your Proficiency Bonus per long rest.
Fated One
Starting at 13 level your knowledge of Fate grants you a 3 Reaction on each of your turns, this reaction may only be used to expend or regain Fate Points as per your Thief of Fate Feature. Additionally you make Dexterity Saving Throws at Advantage.
Master of the Fates
Starting at 17 level you become able to bend and manipulate fate as you see fit, once per long rest you may use this ability to grant all creatures of your choice within 30ft of you Advantage on all Ability Check, Attack Rolls and Saving Throws, whilst using this feature it drains one of you Fate Points at the start of each of your turns to keep it active, up to a maximum of 1 minute, once you have used this feature you may not do so again until you have completed a Long Rest.
Previous Versions
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5/25/2023 12:45:42 PM
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Coming Soon
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