Rogue
Base Class: Rogue

Luck has shown itself to be your only ally. Spinning a wheel or rolling a dice invigorates mass excitement from you in every way possible, you are willing to gamble it all. Seeing life as a giant game on what will happen first, luck catching you or the conserquences of your actions catching you. Channeling vast gambles and probabilities to save yourself in times of peril, with conserquences just as likely to pounce. You gamble big, you gamble brave, you never back down when you smell even a whiff of the odds being in your favour.

The Cards

Starting at 3rd level, you gain proficieny in playing cards. If you use your bonus action before your action, you can use a bonus action to draw a card. Roll a d6, on a 1-2 you gain a 1d4 to your next attack roll, ability check or saving throw. On a 3-4 nothing happens, on a 5-6 you suffer -1d4 to your next attack roll, ability check or saving throw.

Lucky Dice

When you choose this archetype at 3rd level, you gain proficiency in dice sets. As a bonus action, you can force an enemy within 60 feet of you to judge how the next few events will go. Roll a deception check contested by the creatures passive insight, if it fails it has disadvantage on its saving throw as it feels luck is in its favour. The creature must make a wisdom saving throw against DC (8 + proficiency bonus + Charisma modifier) íf the creature fails, you gain advantage on your next attack roll against them. If the creature succeeds it has advantage on its next attack roll against you. 

Double or Nothing

Starting at 9th level,  you can choose to attempt to reserve your resources with the small chance of using even more than you wanted to. When expending a charge from a magic item or a feauture that refreshes at a specific point in time(such as dawn or a long rest), you can choose to roll a d20. On a roll of 1-10 the charge is not consumed, the effect goes ahead as normal just not using the charges or use. On a 11-20 you consume double the amount of charges you meant to, if the ability had only one charge or one use you suffer the conserquences for gambling, at a point of the Dm's chosing within 24 hours, any attack roll, ability check or saving throw you do can be turned into a 1.

Placing Bets

By 13th level, you have learned to gamble on fate itself, preparing yourself for when the right time comes. Once per long rest, after taking an action you can gamble on whats going to happen next. Pick two creatures within 150 feet of you that you can see, neither creature can be in melee combat. By the beginning of your next turn, if either target has cast a spell, attacked or used a feature soley targeting the other target you can use your reaction to make an attack roll at advantage against the target who initated it, luck caries your attack, granting any weapon with a thrown or ranged property a regular range of 150 feet. This reaction happens when the target either attacks, casts a spell or used its feature.

Mistress Luck

At 17th level, you are one with luck itself. Everyday acts become faded if there is not a thrill of potential failure involved. When you make an attack that qualifies for sneak attack, you can roll a d20 to gamble. On a 1-10 you loose any sneak attack damage on the attack, on a 11-20, you can roll 2d4 and add that amount of extra d6's to the sneak attack damage. If you roll 2 fours, luck grants you the ability to use your reaction to make a second attack against the target. If you roll two 1's or two 2's on the d4's, luck decides you are unthankful and the dice total of the d4's is taken away from the number of sneak attack dice rolled. 

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