Rogue
Base Class: Rogue

Fate is unpredictable, but you’ve learned to turn its whims into your greatest weapon. As a Fateborn Gambler, you wield an ever-changing arsenal, summoning weapons dictated by chance. A flashing saber, a deadly scythe, or an ethereal rifle—each battle is a game of luck and skill. Whether a divine gift or a cosmic joke, your powers demand adaptability. Enemies never know what to expect, and neither do you—but no matter the odds, fortune always seems to favor you in the end.

Fate’s Gambit

At 3rd level, you gain the ability to manifest a mystical weapon through a roll of fate. As a bonus action, you roll a d6 to determine the form your summoned weapon takes. The weapon lasts until dismissed (no action required) or until you roll a new one. You can use this feature five times per long rest.

Arcane Rifle

Attacks ignore half and three-quarters cover.

Dancer’s Needles (Throwing Daggers)

Gain advantage on ranged attacks, and critical range increases to 19-20.

Guardian Maul

On a hit, force a Strength save (DC = 8 + Prof. + Dex/Int mod) or the target is knocked prone.

Swift Blades (Twin Sabers)

Gain 10 ft movement speed, and you can make an additional attack as a bonus action while dual-wielding.

Titan Scythe

+5 ft reach and critical hits deal an additional damage die.

Unlucky Roll (Dagger of Fortune)

You gain the Lucky trait until the start of your next turn (reroll one attack, check, or save and take the higher result).

Fickle Fortune

At 9th level, when you roll a weapon from Fate’s Gambit, you can reroll once and choose which result to keep. You can do this once per long rest.

Additionally, once per long rest, when an enemy within 30 feet rolls a natural 20 on an attack, saving throw, or ability check, you can use your reaction to force them to reroll and take the new result.

Reckless Gamble

At 13th level, when you use Fate’s Gambit, you can roll twice and choose which result to summon. This doesn’t count as an additional use of the feature.

Additionally, once per turn, when you roll damage for a weapon summoned by Fate’s Gambit, you can choose to reroll a number of damage dice up to your Intelligence modifier (minimum of one). You must use the new rolls.

Reaper’s Roulette

At 17th level, your bond with fate allows you to turn the tide of death itself.

Judgment Strike: When you land a critical hit, you can force the target to make a Constitution saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier). On a failure, they take 10d10 force damage. On a success, they take half as much. This can be used once per long rest.

Fate’s Last Laugh: When you are reduced to 0 hit points, you can immediately use Fate’s Gambit to summon a new weapon and make an attack before falling unconscious. If this attack reduces a creature to 0 hit points, you regain 1 HP and remain conscious. This can be used once per long rest.

Fateborn Gambler Image

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