Rogue
Base Class: Rogue

Throughout life you have had extraordinary luck, and you manage to control and use it to your advantage. Whether that's through improving the precision of you and your allies attacks, or things just seem to work out for you in the end, your luck remains a constant ally at your side.

Bonus Proficiencies

When you choose this archetype at 3rd level, you gain expertise in one gaming set of your choice. In addition, you learn the Guidance cantrip.

Lucky Coin

Starting at 3rd level, your luck can manifest into golden coins that affect some outcomes of your adventures. You gain access to an amount of Lucky Coins equal to your proficiency bonus that can be used on the following effects. Whenever you use one these effects, you expend one coin as a bonus action. The coin can be used along side the rogues Cunning Action. You regain all expended coins when you finish a short or long rest.

Improved Ability: Your luck improves your abilities in life and in combat. Immediately after you make an ability check, weapon attack roll, or saving throw you can flip one coin. On heads your roll becomes a 20 and on tails your roll become a 1 as if you rolled it naturally. You can choose to use this effect before or after you roll, but before the DM says whether the roll succeeds or fails.

Enhance Ally: You gain the ability to spread your luck through your attacks and allies. Whenever you or any friendly creature within 30 feet of you makes an ability check, weapon attack roll, or saving throw you can flip one coin as a reaction. On tails the creature gets a -3 to the roll, but on heads it gets a plus on the roll equal to your Charisma modifier + half your proficiency bonus rounded down.

Diminish Enemy: Your enemies seem to falter or mess up ever so slightly when in your presence. Whenever a creature within 30 feet of you makes an ability check, weapon attack roll, or saving throw you can flip one coin as a reaction. On tails the creature gets a +3 to the roll, but on heads it gets a minus to the roll equal to your Charisma modifier + half your proficiency bonus rounded down.

Imposing Luck

Starting at 9th level, you can impose your luck on other creatures. Whenever a creature within 30 feet of you makes an ability check, weapon attack roll, or saving throw, you can expend and flip a Lucky Coin as a reaction. On a heads, the creature must make an Intelligence saving throw against 8 + your proficiency bonus + your Charisma modifier or be stunned until the start of its next turn, as your luck causes it to forget its course of action. On a tails, the creature must make a Dexterity saving throw against your Luck save DC or slip, falling prone, and interrupting its turn. Once you use this feature, you can't use it again until you finish a Long rest.

In addition, you gain two additional ways to use your lucky coins.

Inconsistent Luck: One willing creature, including yourself, that you can see within 30 feet of you gains a small coin that floats around their head for one minute. The creature can choose to flip the coin after any dice roll, adding your charisma modifier + half your proficiency bonus rounded down to the roll on heads, and subtracting your charisma + half your proficiency bonus rounded down modifier from the roll on tails. This can be applied to any dice roll created by the creature, including damage rolls. The creature does not lose the coin on account of being further then 30 feet of you.

Lucky Event: You create an event that happens just in time, or tips things in your favor. Describe a small event you wish to occur, such as a card being drawn from a deck, a passerby happens to sneeze, or an important book falls from a shelf, and flip a coin. On heads, the event happens and at the DM's discretion, it affects the current situation. However, on tails, an unlucky event may occur, such as an opponent getting the card you wished for, a passerby calling you out, or the bookshelf falling over, at the DM's discretion.

 

Reliable Luck

At 13th level, your luck allows your strikes to shine through as talent. Whenever you make an attack roll with a weapon you are proficient in, you can treat a d20 roll of 4 or lower as a 5.

Advantageous Luck

At 17th level, your luck has grown so much that the coins tilt in your favor more often. Once when you use a lucky coin, you can re-flip the coin, taking the second result. You can use this feature three times before you must finish a short or long rest to use this ability again.

In addition, you gain access to two more Lucky Coins.

Previous Versions

Name Date Modified Views Adds Version Actions
9/24/2021 3:54:20 PM
7
0
0.1
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes