Rogue
Base Class: Rogue

Fatespinner Rogues are an unusual breed, as they usually do not know what powers they tap into, only that they are extraordinarily lucky. In reality, they are twisting fate itself through their very existence - manipulating luck to be on their allies side without realizing it.

Most find themselves as plucky heroes or daring thieves, finding success in the most dangerous of situations even when plans go astray. However, the select few who realize the limited control they have over fate can become deadly foes...

Stored Fate

Starting at level 3, you gain the ability to store 1 Fate Dice at a time. Fate Dice are pre-rolled d20's that are stored for use with other features. Once per turn, when you or another willing creature within 30 ft. makes a D20 Test, you may replace the value rolled on the D20 with the value of one of your Fate Dice. That Fate Dice is then discarded. 

You cannot gain Fate Dice if you already have your maximum amount of Fate Dice. When you take a short or long rest, all Fate Dice are discarded.

At level 9, you are now able to store 2 Fate Dice. At level 17, this increases to 3 Fate Dice. 

Additionally, at level 3, you gain the use of the following features:

Twist Luck: It always seems like things take the expected turn when you most need them to.  As a bonus action, choose a willing creature within 30 ft. The next time that creature would roll a D20 Test before the start of your next turn, they forgo rolling a D20 to get a 10 on the dice roll. When they do this, roll a d20 and store the result as a Fate Dice. You may use this feature twice per long rest, increasing to 3 uses at level 5, 4 at level 9, 5 at level 13, and 6 at level 17.

Reset Fate: You seem to have a knack for pulling out of situations that you really shouldn't. When you would make a D20 Test with disadvantage, you may discard a Fate Dice to roll that check without advantage or disadvantage. Once you use this feature, you cannot use it again until you take a short or long rest, or you roll either a 1 or a 20 on a D20 Test. 

Impart Fate

When you reach level 9, you gain the following option for your "Cunning Strike" feature:

Impart Fate (Cost: 5d6). Spend one of your Fate Dice. The creature hit by your Sneak Attack forgoes rolling the d20 on their next D20 Test before the start of your next turn, instead using the value from the Fate Dice as if they had rolled that number. 

A Gut Feeling

You have learned to trust your gut- especially when it comes to dangerous situations.

Starting at level 13, You gain proficiency with Insight checks. If you are already proficient with Insight checks, you gain expertise with Insight checks.

Additionally, when you roll for initiative, roll your initiative check twice. Choose one check to use for initiative in combat - the value of the D20 on the initiative check not chosen is stored as a Fate Dice. 

Break Fate

Sometimes, you need a miracle to happen. And historically, at least one happens for you a day.

Starting at level 17, you may decide to gain a 1 or a 20 as a stored Fate Dice (no action required). Once you use this feature, you cannot use it again until you take a Long Rest. 

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