Rogue
Base Class: Rogue

As a Fortune's Gambler, your expertise lies in the unpredictable dance of luck. With every move, you manipulate chance to your advantage. Triggering serendipitous events, you create opportunities that confound your enemies and dazzle your allies. Whether narrowly dodging attacks or delivering critical blows with uncanny precision, your every action is a calculated gamble that leaves opponents bewildered and allies in awe. The battlefield becomes your casino, and with every roll of the dice, fate itself becomes your ally.

Luck attraction

Every time you roll a natural 20 in a ability check, you get a luck point. You can SPEND your luck points on diffrent kinds of things such as:

2 - Presence of the fortunate: you may give one of your allies (not yourself) an advantage on the next roll.

3 - Right sale right time: You may halve the cost of an item in a shop as long as you don't have enough money to buy it.

5 - Tricks of fate: Whatever you have rolled is now a critical hit. For example you can spend your 5 luck points to change the outcome of your roll before or after doing it. If you use this whatever you have rolled is a natural 20/critical hit. 

7 - Unexpected plot twist: If you fail your final death save, you can spend 7 of your luck points to make your character not die. Instead it automatically succeeds all of the saves.

Luck's gamble

Twice per a short or a long rest you can use this. Before you roll a ability check you may reroll however whether the second roll is worse or better you have to pick it over the first one. You can also change the outcome of your ally or your enemy's roll. The same rules apply as in the ability above.

Sudden fortune

You can do 2 things with that ability 

Lucky dodge: Once per a long rest, you can use your reaction to luckily dodge any attack, however you have to make a dexterity saving throw with the DC of 14, if you fail you fall prone. At level 14 this ability regenerates from a short rest.

Or

Begginer's luck: You can get advantage on any ability check which You don't have proficiency or expertise in. You can only use it once but it regenerates after a long rest. You don't get advantage on saving throws. At level 14 this ability regenerates from a short rest.

Luck absorbtion

You may use this ability once per long rest to absorb the luck of your enemy or an ally. Meaning that the target must roll a charisma saving throw of the DC of 10 plus your charisma modifier. If fails then the target gets disadvantage on the next roll and you get an advantage on it. 

 

You may use this ability 2 more times on the condition that when the target succeeds at the saving throw, you get disadvantage and the target gets advantage.

Previous Versions

Name Date Modified Views Adds Version Actions
2/4/2024 7:41:56 PM
9
2
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2/4/2024 7:44:07 PM
5
1
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2/9/2024 4:14:18 PM
8
1
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Coming Soon

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