Rogue
Base Class: Rogue

You seek to master the art of risk taking and turning life into one big game of chance. Your sheer boldness in taking chances has garnered the attention of mischief and fate itself. Whether it be a dice game at the local tavern, or a lethal skirmish in a back alley, you live a life of putting it all on the line at every moment. Will you play with the hand you are dealt, or make your own luck?

Luck of the Draw

At 3rd level, you've learned how to swing fate to your favor with bold actions. You gain the Lucky Feat. Additionally, you gain an extra Luck Point at the following levels in this class: 5th, 10th, and 15th. These additional Luck Points function the same as those granted by the Lucky Feat.

Up the Sleeve

By the time you're 3rd level, there's not a single game of chance you haven't played, cheated, or bluffed your way through. You gain advantage on any Sleight of Hand, Deception, and Persuasion checks that pertain to a game of chance, as well as proficiency in all Gaming Sets.

Fate's Ante

At 9th level, you've channeled so much divine luck that you are able to conjure a pair of magical dice. At any time, you may spend a Luck Point to roll two d6's and add their sum to the damage calculation of an attack as Sneak Attack damage.

Additionally, once per long rest, you may roll the dice, and tempt fate. If you roll two differing numbers, the numerical difference between the two is deducted from your attack rolls, ability checks, and concentration checks until the end of your next long rest. If you roll two identical numbers, that number is added to your attack rolls, saving throws, and ability checks until the end of your next long rest. You may expend one or more Luck Points to reroll either of the dice a number of times equal to the number of Luck Points expended when they are rolled in this manner.

Deadman's Wager

Starting at 13th level, you've learned how to wager your fate against the opponent's. If you have advantage on an attack roll against a target, you may spend a Luck Point
to forfeit the advantage, and deal critical damage if it hits. If the attack misses, the target's next attack
against you automatically hits. Attacking in this manner does not negate a Sneak Attack.

High Roller

Upon reaching 17th level, you've become a master of defying fate and unfavorable odds, and as such, have made your own luck to guard against such powers. Whenever you roll your Fate's Ante dice, you can change one of the dice to a 1, 2, or 3 no matter what it rolled. Once this feature is used, it cannot be used again until the completion of your next long rest.

Previous Versions

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