You have a degree of clumsiness, foolhardiness, or are merely star-crossed, and it seems to drop on you at unfortunate times. This strange twist of fate affects you in a few ways.
First, the unfortunate side of fate can be sprung upon you by the Dungeon Master when they see fit to invoke it. When invoked, the Dungeon Master can cause you to have disadvantage on a single attack roll, ability check, or saving throw. Alternatively, the Dungeon Master may also find it appropriate to invoke this feat in order to put your character in a more awkward Role Playing situation, cause an external factor to appear, or similar inconvenience. The invoked outcome should not affect the player for more than one round. Each time the Dungeon Master Invokes the Unlucky Feat, the player is awarded a Fate Charge.
Secondly, you receive a Fate Charge each time the Dungeon Master invokes the Unlucky feat. You may never store more than 3 Fate Charges at any time, and all Fate Charges are lost after a Long Rest. While you have Fate Charges, you may use your reaction to expend one for the following effects.
Careless Footing. When you become the target of an attack, you may expend one Fate Charge to cause your character to slip and fall prone, making it harder for the attack to connect during your fall. The triggering attack now has disadvantage.
I Meant To Do That. When you make an ability check, you may expend one Fate Charge to roll 1d4 and add the result to the check.
Stumbling Resilience. When you are struck by an attack, you may expend one Fate Charge to roll 1d8 and reduce the damage of the triggering attack by the result.
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