Pushing Your Luck Image

This feat is for those special few who like hedging their bets and taking risks. When you take this feat, you now have a "Risk Factor" that starts at 1 and caps at 19. When rolling a 1d20 for an attack roll, ability check or saving throw where failure is possible, you may use this feature to re-roll that 1d20 before knowing the results of your initial roll. Every time you use this feature to re-roll a potentially failed attack, check or save, the value of your Risk Factor goes up by 1. If you roll below or equal to your Risk Factor value on this additional roll, you lose access to this feature until you have completed a long rest, and suffer some sort of penalty based on the circumstances of the roll. (player/GM discretion). If your Risk Factor value is higher than 1, you can roll 1d4 after completing a long rest and subtract the total from your Risk Factor value. Alternatively, you can choose to push your luck in this circumstance as well by making a Charisma saving throw. The DC for this saving throw starts at 10. If you push your luck and succeed, you can instead decrease your Risk Factor by 1d6. If you beat the DC by more than 5, you can instead roll 1d8. If you beat the DC by 10 or more, you can instead roll 1d10. The DC for this saving throw will increase by 1 every time you succeed. If you fail this saving throw, your Risk Factor will increase by 1d4 instead, and the DC will reset back to 10.

Pushing Your Luck Image

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