Base Class: Barbarian
Barbarians who walk the Path of Ill Omen draw their Rage from a unique place; their own misfortune. Their souls have been blighted and, through the power of their will, have learned to harness their bad luck as a weapon against their enemies. Their path may seem downtrodden and cursed, but misjudge them and you too may be wrapped up in their spiral of adversity.
Failure to Fortune
Your soul has been stained by misfortune. Each time you fail an attack, skill check, or saving throw by more than 5 your bad luck level goes up by one. Your bad luck level is represented by a specific die that increases (up to the max of a d12) every time you fail by more than 5 on these rolls. The type of die associated with each level is below.
| Bad Luck Level | Type of Die |
|---|---|
|
1 |
d4 |
| 2 |
d6 |
|
3 |
d8 |
|
4 |
d10 |
|
5 |
d12 |
The next time you fail an attack, saving throw, or skill check you can choose to use this die to add to your roll and potentially succeed. If the roll succeeds then your Bad Luck level goes back down to 0. If the roll still fails your Bad Luck level remains the same. You may choose to fail an attack, saving throw, or skill checks to attempt to raise your Bad Luck Level but it is up to the DM if this failed attempt is successful.
Your Bad Luck level resets to 0 at the end of a Long Rest.
Marked by Misfortune
You can spread your bad luck like a virus to your enemies. While you're raging, a creature that hits you with a spell or weapon attack and is 60 feet away is Marked by Misfortune until the end of their next turn. While Marked by Misfortune a creature Critically Fails when getting a 2 or lower on a die roll of a d20 (this means it will not succeed no matter the modifier). If this roll was a spell or an attack that creature takes your current "Bad Luck" die in that attack's damage type as the creature hurts itself.
When you attack and hit a creature that is Marked by Misfortune you can choose to expend your bad luck die to deal that much extra damage to it. This damage is of the same type as your initial attack.
Downward Spiral
The negative energy that surrounds you can cause your enemies to go into a downward spiral. As a reaction, if a creature that is "Marked by Misfortune" within 60 feet succeeds on an attack, saving throw, or skill check you can make them roll again and they must use the new roll. If the new roll is a Critical Success (a natural 20 on the roll of a d20) it is, instead, a Critical Fail. You can use this ability once per rage.
Cursed Company
Your bad luck can be channeled and spread to those who mean you harm. When you activate rage you release a shockwave infused with negative energy. Your Bad Luck level increases by one and creatures within 60 feet (of your choice) must succeed on a Charisma saving throw (DC equal to 8 + your Constitution modifier + your proficiency bonus) or, until the start of your next turn, any skill checks, attack rolls, or saving throws they make must subtract your current Bad Luck dice. If you're bad luck level is at level 5 or higher when this feature is activated then the chosen creatures make this saving throw at disadvantage.
Misfortune Incarnate
You have complete mastery of your curse. While your rage is active you become an Avatar of Ill Omen, gaining the following benefits.
- Your Bad Luck Level can increase to level 6; the die is a d20. When using Level 6 to augment a failed attack, saving throw, or skill check treat your roll as if you had Advantage (does not stack if you already have Advantage). If you are still at level 6 when your rage ends it decreases to level 5.
- Creatures "Marked by Misfortune" now Critically Fail on rolls of 5 or lower.
- If you manage to fail a roll by five or more when you have Advantage, your Bad Luck level increases by 2.
In addition, your Bad Luck level no longer reduces to 0 after a Long Rest.
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