Base Class: Rogue
A rogue with a knack for cheating the system.
Gambler's Proficiencies
Beginning at 3rd level, you gain proficiency in all gaming sets.
Chance Die
Beginning at 3rd level, you gain three Chance Dice, which are d6s. You gain two additional Chance Dice at 9th, 13th, and at 17th level. You regain any spent Chance Dice at the end of a long rest.
Tricks
In your time spent observing the highs and lows that lady luck brings, you’ve mastered certain techniques that can tip the odds in for favor, though at the risk of great misfortune. At 3rd level, pick two Tricks from the list below. You may replace an old Trick with a new one when you gain a level in this class. Choose an additional Trick at 9th, 13th, and 17th level.
Beginner's Luck
If you were to make an ability check with a skill you are not proficient in, you can gain advantage on that roll. However, you have disadvantage on all future checks made using that skill until you finish a long rest.
Dealer's Determination
When you roll initiative and have no Chance Dice, you gain two Chance Dice.
Double or Nothing
Before making an attack roll, you may choose odds or evens. If the number rolled without modifiers is what you chose, the damage dice is doubled if the attack hits. If the number rolled is not what you chose, the attack misses and damage is prevented.
Easy Money
Whenever you roll a Dexterity (Sleight of Hand) or an ability check to use a gaming set, you may expend a Chance Die and add the number to your roll.
Even the Odds
Whenever another creature within 60 feet of you makes an attack roll, you may expend a Chance Die and add or subtract it to the number rolled as a reaction.
Heads or Tails
After you make a saving throw but before you know the results, you may expend any number of Chance Dice and choose heads or tails and flip a coin. If you won, add the total of the Chance Dice to the d20 total. If you lost, subtract it instead.
High Roller
If you hit a creature with a noncritical attack, you can choose to turn it into one. Using the number rolled on the d20 (no modifiers), guess higher or lower and roll a d20 three times. If you guessed successfully on all three, the original attack becomes a critical hit. If you were to guess incorrectly on any of them, the attack misses instead.
Hot Streak
When you score a critical hit, you may make an additional attack as a part of the same action immediately after rolling damage. If the additional attack is another critical hit, repeat this process.
Know When to Fold
When you take the Disengage action, you may move an additional 15 feet that turn.
Lucky Strike
When you make a weapon attack at disadvantage and you hit, all damage dice for the weapon are rolled an additional two times. An attack that uses Sneak Attack cannot use this ability. You may use this once every long rest.
Press Your Luck
You may reroll any number of Chance Dice used for any ability. You must use the new roll.
Shared Luck
When you score a critical hit, choose an ally within 60 feet of you. That ally gains advantage on their next saving throw, ability check, or attack roll.
Slots
If you were to roll Sneak Attack damage and three of the numbers rolled are the same number, you can deal additional damage equal to the sum of those numbers. You can only apply this to one trio of dice per Sneak Attack.
Sneaky Strike
When an attack you make hits with Sneak Attack, you may expend a Chance Die. All Sneak Attack damage dice rolled that are the same number as the Chance Die are tripled.
Lucky Break
Your expertise in manipulating your luck has been perfected. At 9th level, you gain the Lucky feat. If you already have the Lucky feat, you gain an additional luck point. In addition to the options listed in the Lucky feat, you may spend luck points in the following ways:
- You may spend a luck point when you expend any number of Chance Dice, and you may choose the outcome of each roll. You may do this once per long rest.
- When you hit a creature with an attack that is not a critical hit, you may expend a luck point to make it a critical hit. Sneak attack may not be used with this attack. You may do this once per long rest.
- When you hit a creature with an attack that does not have Sneak Attack, you may spend a luck point to add your Sneak Attack damage to the roll. You may not use this ability if you already used Sneak Attack this turn and only once per long rest.
Poker Face
You have learned to have a stoic expression on your face when under pressure. As an action beginning at 13th level, you can expend a Chance Die and gain advantage on Charisma (Deception) and Charisma (Performance) checks you make. This ability lasts for a number of minutes equal to the number rolled on the expended Chance Die + your Charisma modifier (minimum of 1).
Read the Room
Your assessment of others becomes spot on. As an action at 13th level, you can expend a Chance Die and gain advantage on Wisdom (Insight) checks you make. This ability lasts for a number of minutes equal to the number rolled on the expended Chance Die + your Wisdom modifier (minimum of 1).
Lucky Number
You realized you have a lucky number. At 9th level, choose a number on a d20 other that 1. Your weapon attacks automatically hit and score a critical hit on that number and 20, and any ability check or saving throw you make that rolls that number automatically succeeds.
All In
At 17th level, you can use your action to expend any number of Chance Dice or luck points to gain a +1 bonus to all attack rolls, ability checks, saving throws, initiative rolls, and damage rolls for the next minute. For every three Chance Dice, you get a +1 bonus and for every luck point you get a +1 bonus. You may use this feature once per long rest.
Previous Versions
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