Rogue
Base Class: Rogue

Who needs training when not a soul can challenge your luck. Every step you take there's always a chance you've stepped on riches or glory. Rogues who practice this way of life see it not as a fighting style, but as a way of life. Every shot they take, every blade they dodge, it's all for the purpose of seeing where their luck ends. It always ends, doesn't it? These rogues are curious to find that answer.

Supernatural Advantage

Starting at 3rd level, having disadvantage to hit a target no longer prevents you from dealing Sneak Attack damage as long as another enemy of the target is within 5 feet of it and that enemy isn’t incapacitated.

Lucky Number

When you choose this archetype at 3rd level, you become surprisingly lucky even in mundane conditions. At the end of a long rest, choose one number between 2 and 19. If you roll that number on the die when you make an attack roll or saving throw, you automatically succeed. You do not gain this benefit if you had disadvantage on the roll.

Numerous Luck

Starting at 9th level, when an ally within 60 feet of you rolls your chosen lucky number on an attack roll or saving throw, you can use your reaction to make them automatically succeed.

Trump Card

By 13th level, you have become lucky enough to rely on it when times get desperate. Once per short rest, when you roll a die, you can choose to add an additional die and choose which die to use. If you use this on a roll with disadvantage, you add no additional dice, instead treating the roll as if you had advantage, taking the highest of the two dice. You may use this feature after you have rolled, but before any effects are applied.

Murphy's Suggestion

When you reach 17th level, your luck has become so improbable even your worst attacks can be deadly. When you roll a 1 on an attack roll, the attack is a critical hit.

Previous Versions

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