Base Class: Rogue
The Lucky find themselves on fortune’s side more often than the average rogue. It might appear in many ways, such as finding a bit more gold than expected, landing on their feet from a fall, never missing a lucky shot and always dodging an arrow aimed for them. Many contribute these phenomena to luck, but to the Lucky, it’s simply a skill to be trained.
Level 3: Smooth Talker
As a Bonus Action, you can take one of the following actions:
Assist a Friend. Take the Help action to Assist an Ability Check.
Influence a Rival. Take the Influence action. If you succeed on this check, the Monster treats their attitude to you as one stage better for the next request you make.
Ready an Action. Take the Ready action to take the Assist a Friend or Influence a Rival action.
Level 3: Gambler’s Luck
You’re uncannily lucky at everything you do. Gain the Lucky feat, and the following benefits.
Additional Luck Points. You gain 3 Luck Points when you gain this feature, and 1 additional Luck Point whenever you gain a level in this class.
Sneaky Luck. When you roll your Sneak Attack dice, you can spend 1 Luck Point to reroll any results of 1 or 2 on the dice. You must use the new rolls.
Level 9: Lucky Hit
You gain the following Cunning Strike option.
Fatal Strike (Cost: 3d6). The target must succeed on a Dexterity saving throw or the attack deals twice as much damage to the target.
Level 13: Supreme Luck
You learn to manipulate your own luck better, granting you the following benefits.
Quick Fortune. When you roll Initiative, you can spend 1 Luck Point to add 1d10 to the roll.
Fleeting Fortune. When you use Uncanny Dodge, you may spend 3 luck points to fully avoid the damage, and move up to thirty feet during the reaction.
Doubling Fortune. Once on your turn, you can spend 5 Luck Points to take an additional Bonus Action.
Level 17: Luck's Blessing
Once per Long Rest, when you finish a Short Rest, you regain a number of expended Luck Points equal to half your Rogue level, rounded down.
Additionally, you learn to spend a great deal of your luck all at once. Once per Long Rest, you can spend 10 Luck Points to describe a scene to the DM. If the DM approves, the scene plays out as you described. If the DM doesn't approve, you regain 20 Luck Points, which you retain until the end of your next Long Rest.
Previous Versions
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