Base Class: Fighter
Some people just have all the luck. You're one of them.
You are not particularly strong, fast, or cunning, yet are capable of great deeds. Reality itself seems to smile down upon you.
Alter Destiny
The multiverse subtly bends to your unconscious wishes. At 3rd level, when you finish a long rest, roll a d20 and record the number rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with this destiny die. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.
A destiny die can be used only once. When you finish a long rest, you lose any unused destiny dice.
Fate-Blessed
You suffer notably fewer mishaps than even far more experienced warriors.
Starting at 3rd level, when you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die. You must use the new result, even if it is a 1.
If you are a halfling, you can reroll the die with advantage.
Exceptionally Lucky
Beginning at 7th level, your incredible fortune allows you to endure and avoid attacks that would destroy others. For example, you might sneeze immediately before a Disintegrate spell would hit your head.
Whenever you make a saving throw, roll 1d4 and add the die to your saving throw total. If applying this bonus to a death saving throw increases the total to 20 or higher, you gain the benefits of rolling a 20 on the d20.
Reality Winner
Starting at 10th level, you are capable of both avoiding and dealing fortuitous strikes.
When you suffer a critical hit, you can turn that attack into a normal hit. Any effects triggered by a critical hit are canceled. This does not require your reaction. Once you use this feature, you can't use it again until you finish a long rest.
When you make an attack against a creature whose general location you are aware of, you can make it an automatic critical hit, ignoring darkness, invisibility, Mirror Image, and similar things that would normally make it more difficult to successfully strike a creature. This does not allow you to attack creatures beyond the weapon's range or do otherwise impossible things such as an arrow penetrating a stone wall. Once you use this feature, you can't use it again until you finish a long rest.
Improved Alter Destiny
Beginning at 15th level, you unknowingly change destiny even more. You roll two d20s for your Alter Destiny feature, rather than one.
Fate Maker
At 18th level, you can perform stupendous feats that dazzle even the most jaded observer.
You can choose to make fate. This requires no action. Until the beginning of your next turn, you gain a +5 bonus to your AC, all attacks rolls, ability checks, and saving throws. Alternatively, after an attack roll is rolled against you, or you make an attack roll, ability check, or saving throw, you can gain a +10 bonus to your AC against that one attack or to your attack roll, ability check, or saving throw. You make this choice after you see the roll, but before you or the DM say whether the attack hits or misses or whether you succeed or fail on the ability check or saving throw. Once you use this feature, you can't use it again until you finish a long rest.
Previous Versions
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12/23/2019 11:30:22 PM
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3/1/2020 4:06:05 AM
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