Base Class: Rogue
Many Rogues have a weakness for gambling and have a tendency to risk it all. For whatever reason, fame and glory, incredible wealth, or simply for the hell of it, it’s something many Rogues are drawn to. However, the lucky few that manage to gain insight into the Flux understand chance and luck as just another part of the chaos of the universe, and they couldn’t be happier about it.
Luck of the Draw
At 3rd level, you are innately better when it comes to chance. You are proficient with the Dice Set and Playing card Set, games largely held up to chance. Additionally, when you draw a hand or roll dice when money is on the line, you may roll a percentile dice (d100). On a roll of 1 – 50, you get the worst hand or roll possible. On a 51 – 100, you get the best possible. Your initial roll or hand changes magically before you can see the results, for example before the dice finally land or before you play your hand. You may do this a number of times equal to your Proficiency Modifier.
Twist of Fate
Additionally at 3rd Level, you gain your initial insight into the intricacies of the Flux. At the start of your turn, you may roll a d20. On a roll of 1 – 10, your next attack roll, ability check, or saving throw is made with disadvantage. On a roll of 11 – 20, it’s made with advantage.
Questionable Omens
At 9th level, you turn your rotten luck into someone else's problem, or your sudden success into someone else's good fortune. When you get the result of your Twist of Fate, you may grant the advantage or disadvantage to another creature you can see. You may do this a number of times equal to your Proficiency Bonus, and you regain all expended uses on a long rest.
Making Your Own Luck
Also at 9th level, you start to garner more control over the wild tendencies of the Flux to draw it more towards your benefit, letting you choose if you mean to jinx an enemy, or bring fortune to yourself and allies. You may add or subtract your Charisma modifier, or your Intelligence modifier from the roll. You choose which modifier to use when you gain this ability. You determine whether you add to the roll, subtract from it, or do neither when you see the result.
Making Your Own Luck (Charisma)
Charisma becomes your modifier for this feature
Making Your Own Luck (Intelligence)
Intelligence becomes your modifier for this feature
Called It!
By 13th level, you can put all your faith into the Flux in hopes that your highs are even higher, but at the risk of your lows being even lower. When you roll your Twist of Fate die, you may try and guess what the result will be.
- If you guess that you’ll get Advantage from it and are correct, you get Advantage on attack rolls, ability checks, and saving throws for the next two rounds and you may roll additional sneak attack dice equal to half your Rogue level.
If you’re wrong you and the nearest allied creature both have disadvantage on attack rolls, ability checks, and saving throws until the start of your next turn. - If you guess that you’ll get Disadvantage from it and are correct, you remove it from yourself and transfer that disadvantage onto a number of other creatures of your choice. Roll a d6 and add your Twist of Fate stat modifier to determine the amount.
If you’re wrong, then you have disadvantage on attack rolls for two rounds.
All or Nothing
By 17th level, you see untapped strength within the Flux just waiting to be grabbed, yet the path to it is a slipper slope that could lead in your demise.
Right before you roll sneak attack damage, you may choose to roll a d100. On an even number, you add that many d6's to your sneak attack damage roll. On an odd number, you roll that many d4’s and take that much damage.
Comments