Sorcerer
Base Class: Sorcerer

Halflings are famously known to be born quite lucky, blessed by the goddess Yondalla who gave them such ability to have a chance against the misfortune’s of the world. However, that isn’t to say that some are born more lucky than others. Life is determined by chance but there are those that can bend those odds to their favor by their own will. While being born with the spark of magic, those also born with the essence of the Luck Lineage have this magical ability to change fate. It is up to those that carry this potential to determine whether or not they want to bring bad or good luck to those near them.

Luck Spells

1st-level Luck Lineage feature

You learn additional spells when you reach certain levels in this class, as shown on the Luck Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level.

Luck Spells
Sorcerer Level Spells
1st guidance, bane, bless
3rd augury, lesser restoration
5th dispel magic, counterspell
7th death ward, divination
9th greater restoration, scrying

Born Lucky

1st-level Luck Lineage feature

Starting at 1st level, you come from a heritage of people who were born with a knack for manipulating the probabilities of situations. As a reaction, after you or a creature you can see within 60-feet of you roll a d20, you can roll a second d20 and choose whether the second result will replace the roll initially made by you or the creature’s roll that you can see. You can make this decision after you see whether the initial roll succeeds or fails.

You can use this ability a number of times equal to your proficiency bonus, and you regain any expended uses when you finish a long rest.

Luck Aura

6th-level Luck Lineage feature

Starting at 6th level, your presence alone manipulates the probability of creatures around you. When an ally is within 5 feet of you, any d20 roll they make of 9 or lower to be treated as a 10. The ally cannot benefit from this feature again until a long rest, unless you spend 2 sorcery points to use it again on that ally.

Purified Chance

6th-level Luck Lineage feature

At 6th level, you can manipulate the odds by making chance immutable. As a reaction you can prevent a creature that you can see within 60 feet of you from being affected by either advantage, disadvantage, or effects to their d20 rolls until the end of its turn. Once you use this feature, you can't do so again until you finish a long rest, unless you spend 2 sorcery points to use it again.

Probability Shift

14th-level Luck Lineage feature

Starting at 14th level, you can precisely target how exactly you change fate. As bonus action you can expend 1 to 3 sorcery points and choose one creature you can see within 60 feet of you. You can choose whether the creature must add or subtract a d6 per sorcery point spent on their next attack roll, ability check, or saving throw it makes before the start of your next turn.

Luckiest Opportunity

18th-level Lucky Lineage feature

Luck is simply a fabric of reality that you wield with no issue. As an action, you enter a state of raw potential for 1 minute or until you are incapacitated where you can perform the following:

  • Select a number of creatures equal to your Charisma modifier that you can see within 60 feet of you. Each creature has advantage on all saving throws or attack rolls, but only one of the two.
  • When a creature you can see within 30 feet of you rolls a 1 on the d20, you can force it to be treated as 20.
  • When a creature you can see within 30 feet of you rolls a 20 on the d20, you can force it to be treated as 1.

Once you use this action, you can’t use it again until you finish a long rest, unless you spend 5 sorcery points to use it again.

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