Sorcerer
Base Class: Sorcerer

In the realm of magic, where forces beyond comprehension converge, there exists a rare breed of sorcerers known as Lucky bastards. These arcane practitioners walk the delicate tightrope between chaos and order, wielding the threads of fate like no other. Their very existence is a testament to the capricious nature of fortune, for they are the masters of luck itself.

Lucky spells

Your crazy luck gives you an incredible memory. You learn additional spells in this class, as shown on the lucky Spells list. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.

 

Weaken

Whenever a creature makes any check or saving throw requiring a D20 you may, as a reaction, spend any number of sorcery points to subtract double that number from that roll, do this after the outcome of a roll is determined changing the outcome if that is the result.

Impending Misfortune

at 6th level, your words can twist the power of fate to create triumph from the promise of future despair. When you make an attack roll or a saving throw, you can gain a bonus to the roll equal to your level in this class, but the next attack roll or saving throw you make takes an equal penalty. If not used, this penalty disappears when you finish a short or long rest.

You can’t use this feature again until you finish a short or long rest, or until you are reduced to 0 hit points.

 

Lucky saves

Starting at level 6 You gain advantage on all (non death) saving throws

unexpected escape

At 14th level, you gain the ability to deeply enhance your own luck, whenever you make a roll on any die you may reroll it by expending a sorcery point, you may only do this twice per roll.

Balancing Presence

Beginning at 18th level, you can channel the balanced presence of interwoven luck, causing those around you to lose their strengths and weaknesses. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of balance to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each  creature that starts its turn in this aura(excluding you) cannot gain advantage or disadvantage on any rolls

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