Rogue
Base Class: Rogue

You've been visited by a powerful entity that gave you abilities. You can call upon these abilities, but you have no way to select which one.

Minimum Chance

Every time you want to use an ability you will need to consume a charge, at level 3 you will have 3 charges that you can replenish through short rests.

After consuming a charge you will be allowed to roll a 1d4, depending on the number an effect will be carried out. The effect will also be dependent on if you are in or out of combat.

1 -  In combat you will be able to move a total of 50ft for your current turn. Out of combat you will have a +3 to acrobatics.

2 -  In combat you will cause a 15ftx15ft area around you to erupt in flames dealing 2d4 fire damage, also giving you immunity to fire for that encounter. Out of combat you will be set ablaze, taking 1d4 fire damage.

3 - In combat you will gain an additional 1d4 to your next attack. Out of combat you will get a +3 to intimidation on your next skill check.

4 - In combat you will be instantly turned deaf for that round, but everyone else will be blinded for that round as well. Out of combat You will be able to use advantage on your next skill check.

Moderate Chance

Starting at level 9 you can expend 2 charges to roll a d6 for a chance at 4 other effects. Additionally starting at Level 9 You have 4 charges.

After consuming 2 charge you will be allowed to roll a 1d6, depending on the number an effect will be carried out. The effect will also be dependent on if you are in or out of combat.

1 -  In combat you will be able to move a total of 50ft for your current turn. Out of combat you will have a +3 to acrobatics.

2 -  In combat you will cause a 15ftx15ft area around you to erupt in flames dealing 2d4 fire damage, also giving you immunity to fire for that encounter. Out of combat you will be set ablaze, taking 1d4 fire damage.

3 - In combat you will gain an additional 1d4 to your next attack. Out of combat you will get a +3 to intimidation on your next skill check.

4 - In combat you will be instantly turned deaf for that round, but everyone else will be blinded for that round as well. Out of combat You will be able to use advantage on your next skill check.

5 - In combat you are healed for 2d6. Out of combat you are given a day's worth of rations.

6 - In combat everything within 5ft of you takes 1d6 psychic damage. Out of combat you hear thousands of bells tolling, causing you to take 1d6 psychic damage

Maximum Chance

Starting at level 13 you can expend 3 charges to roll a d8 for a chance at 4 other effects. Additionally starting at Level 13 You have 6 charges.

After consuming 3 charges you will be allowed to roll a 1d8, depending on the number an effect will be carried out. The effect will also be dependent on if you are in or out of combat.

1 -  In combat you will be able to move a total of 50ft for your current turn. Out of combat you will have a +3 to acrobatics.

2 -  In combat you will cause a 15ftx15ft area around you to erupt in flames dealing 2d4 fire damage, also giving you immunity to fire for that encounter. Out of combat you will be set ablaze, taking 1d4 fire damage.

3 - In combat you will gain an additional 1d4 to your next attack. Out of combat you will get a +3 to intimidation on your next skill check.

4 - In combat you will be instantly turned deaf for that round, but everyone else will be blinded for that round as well. Out of combat You will be able to use advantage on your next skill check.

5 - In combat you are healed for 2d6. Out of combat you are given a day's worth of rations.

6 - In combat everything within 5ft of you takes 1d6 psychic damage. Out of combat you hear thousands of bells tolling, causing you to take 1d6 psychic damage

7 - In combat the closest enemy is frozen in an indestructible block of ice. Out of combat you become cold.

8 - In combat you are forced to compliment the enemy. Out of combat you gain +3 to persuasion until your next rest.

Maximized Chance

Starting at 19th level when you consume a charge of chance you can roll a d20 if a 1 is rolled an extra charge is used if a 20 is rolled no charge is consumed.

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