Base Class: Wizard
Part spellcaster, part gambler, and 100% mischief-maker. You're the halfling who fleeces local card sharps out of their hard-earned gold, then disappears in a puff of smoke when the swords come out. Just as Arcane Tricksters are rogues who take up spellcasting, Luckstealers are the opposite: Wizards who take of thievery.
Luck Pool
You have a pool of luck points, the max of which is your Intelligence modifier.
You can expend one or more luck point to gain +2 on any attack roll, ability check, skill check, or saving throw. You lose one luck point every minute.
Curse of the Fatespurned
As an action when not moving, you can stare at a living opponent within 60 feet for a moment, and steal a bit of their luck. Your target must succeed on a Charisma save (DC 10 + Proficiency + INT modifier) or take a -2 penalty on attack rolls, saving throws, ability checks, and skill checks for 1 minute. In addition, on a succes, you gain 2 Luck points.
Subtle Magic
Any spell you cast that is equal to or less than half your proficiency bonus (Rounded up) can be cast without verbal or somatic components.
Desperate Recall
Whenever a spell you cast fails, you can expend one luck point to regain the spell slot. 1 luck point if it is less than or equal to your proficiency bonus, 2 if it is more.
Curse of the Black Cloud
Once per rest, when you cast Curse of the Fatespurned, you can increase its area into a 20 foot sphere, targeting everyone inside.
Fate Proof
As an action, you can sense into the future, and gain advantage on any attack rolls, saving throws, and attack rolls taken are given disadvantage for 1 minute. You regain the ability to use this feature whenever you take a long rest.
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