Rogue
Base Class: Rogue

Where others lose bets because they are afraid of doing so, you cannot be stopped once you tasted even the smallest chance of success. You can manipulate the very essence of chance and are proficient in stealing riches, information and other goods from people around you.

Practiced Luck

Starting at 3rd level, your superstitions begin to influence your life in positive and negative ways. When you finish a long rest, roll two d20s. If either number is a 1, 20, or if both numbers are the same reroll both d20s until these conditions are met and the record the numbers rolled. The lower of the two numbers becomes your lucky number, while the higher of the two becomes your unlucky number.

Whenever you make an attack roll, ability check, or saving throw and roll your lucky number on the d20, treat it as if you had rolled a natural 20. Whenever you make an attack roll, ability check, or saving throw and roll your unlucky number on the d20, treat it as if you had rolled a natural 1.

When you finish a long rest, reroll your superstition dice.

Knock it again

Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves’ tools to disarm a trap or open a lock, or take the [Tooltip Not Found] action.

Additionally when using a proficient gaming set, you can also use this bonus action to unnoticeably reroll any roll after seeing the results but before determining the effects of the outcome.

Favorite Table

When you choose this archetype at 3rd level, you gain proficiency in all gaming sets.

In addition, select one gaming set to be your favorite game. You gain expertise in that gaming set.

Master of the game

You are unrivaled in the chosen game and can beat anybody with a high chance of success.

Forced Gambit

Starting at 9th level, as an action, you can coerce another creature within 30ft. to mentally engage in a one turn round of a gaming set that you are proficient with. Both the creature and you roll as if you would play a normal round of this game in which you can activate your "Knock it twice" feature as part of this feature. A creature cannot be affected by this feature more than once very 24 hours regardless of the outcome.

If you win the gaming round, you can observe and read absolutely anything from their physical features, granting you a clear truthful answer to any one question you ask and the ability to use your sneak attack, even if you don't have advantage for the attack roll and the creature is not engaged otherwise for 1 minute.

If you lose the gaming round, the creature recieves insight behind your face and has advantage on attack rolls against you until the end of your next turn.

Lady Luck's on my side

By 13th level, when you roll your superstitious dice, instead of having an unlucky and a lucky number, both of the rolls become your lucky numbers. The same other rules as before still apply to these rolls.

Press your Luck

When you reach 17th level, you can gamble on the outcome of your sweetest victories, at the cost of making them mundane. Whenever you land a critical hit or skill check but before resolving your damage or outcome of the skill check, you may call high or low and roll a d20. If the result is 11 or higher, it is high. If the result is 10 or lower, it is low.

If you guess correctly on a critical hit, you may roll all of the attack's damage dice three times instead of twice when resolving damage. If you guessed incorrectly, the attack becomes a normal hit.

If you guess correctly on a skill check, you have +10 added to the total score of the roll, otherwise it loses -10.

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