Base Class: Monk
Monks of the Way of the Luck Bender believe that, in the same way one can manipulate the life energy that flows through the body of every being in the multiverse, there is another force that every creature is subservient to, and one who those skilled enough can influence for their benefit, Luck.
Those who are privy to the secrets of manipulating their Luck and that of others can appear to alter reality itself to succeed through strokes of sheer fortune, or push their opponents through a path of damning unluck. Yet even the masters know that a law as chaotic as Luck cannot be fully conquered, and for every push of good fortune, karmic retribution can bite back at any moment.
But even if you die, that’s the Luck Bender’s way!
Disciple of Fortune
3rd level Way of the Luck Bender feature
Core of the Prosperous. Your training to bend the hand of fortune allows you to impose your strength of character on the world. Monk features that would use your Wisdom modifier use your Charisma modifier instead.
You can also use your Charisma modifier for Wisdom Saving Throws.
Starting at 11th level, you can use your Charisma modifier for all Wisdom checks.
Prosperity or Ruin.
- Whenever you roll a 20 on an Attack Roll, Ability Check or Saving Throw, your next Attack Roll, Ability Check or Saving Throw has advantage. Rolling a 1 gives you Disadvantage instead.
- Rolling a 20 and a 1 in the same roll, whether it be with advantage or disadvantage and regardless of how many there are of each, does not apply the feature.
Flurry of Blows: Fist of Luck, Palm of Misfortune. Whenever you take the Flurry of Blows bonus action, you may forgo the two Unarmed Strikes for a single Unarmed Strike with a special property. The attack deals damage equal to one roll of your Martial Arts dice + Dexterity modifier. After hitting a target with the attack, choose between Even or Odd and roll a d20, if you choose correctly, roll a d6 for the attack's effect:
| 1 |
The target has its flow of luck tampered with. Until the end of your next turn the target has a Penalty to all its rolls equal to your Proficiency Bonus |
| 2 |
You redirect some of your target's good fortune towards yourself. Until the end of your next turn all attacks you make against the target have a hit and damage bonus equal to your Charisma modifier |
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3 |
you open up a path of Luck to guide you or your allies' blade. The next attack made against the target by you or an allied creature has Advantage |
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4 |
You lay a groundwork of misfortune to sweep away your target. Until the end of your next turn whenever the target moves more than 10ft in a single turn it must make a Dexterity Saving Throw against your Ki Save DC, on a failure, the target trips and falls Prone |
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5 |
You strike a precise point in your target to flip their flow of Luck upside-down. Until the end of your next turn the target's highest Ability Score and their lowest are swapped around with a -1 Penalty to both |
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6 |
You take a gamble to manifest your good fortune against your opponent. You roll an extra d20 damage dice against the target, if the roll is a 20, your overwhelming luck makes the target have Disadvantage when attacking you and all Saving Throws you make against the target have Advantage until the end of your next turn. |
If you choose incorrectly, roll a d6 and suffer one of the following effects:
| 1 |
Your flow of Luck runs wild. Until the end of your next turn all your rolls have their bonuses halved, if said bonus was negative it instead turns into a positive |
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2 |
Lady Luck blesses your enemy's blade instead. The next attack the target makes against you has Advantage. |
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3 |
Your good luck seeps out of you. Until the end of your next turn your attacks cannot score a Critical, and they lose their Dexterity Bonus to hit |
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4 |
The flow of Calamity pursues you. Whenever a hostile creature within range of you misses an attack against another creature, it can use its reaction to make an attack against you |
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5 |
Your misfortune leaves your weakest point exposed. Next time a hostile creature hits you, it one rolls one extra damage dice |
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6 |
Bad Luck flows away from your opponent and into you. The target gains advantage on their next Attack Roll, Ability Check or Saving Throw. You gain disadvantage instead |
Support for the Blessed, Hindrance for the Damned
6th level Way of the Luck Bender feature
Starting at 6th level, whenever you or a creature you can see roll a 20 on an Ability Check or Saving Throw, or score a Crit against a target, you can use your reaction and spend 1 Ki point to grant yourself or an allied creature Advantage on their next Attack Roll, Ability Check or Saving Throw.
Whenever you or a creature you can see roll a 1 on an Attack Roll, Ability Check, or Saving Throw, you can use your reaction and spend 1 Ki point to grant a hostile creature you can see Disadvantage on their next Attack Roll, Ability Check or Saving Throw.
Twist of Fate
11th level Way of the Luck Bender feature
Beginning at 11th level, your hold over Luck grants you increased fortune, yet karma demands all actions have an opposite reaction.
Fountain of Chance. Whenever you make a roll with Advantage or Disadvantage, you roll 3 d20 dice instead of the regular 2.
Lady Luck's Vessel. Whenever you or a creature you can see makes a roll with Advantage or Disadvantage, you can use your reaction and spend 2 Ki points to remove said Advantage or Disadvantage. After doing so you must call out a number on the d20 before it is rolled, if the number rolled is either equal to the one called out, or a single digit above or below it, the roll counts as either a 1 or a 20, your choice.
If the number rolled does not equal any of those numbers, the roll instead takes a Penalty equal to your Proficiency Modifier when made by you or an ally, or a Bonus equal to your Proficiency Modifier when made by a hostile creature.
Rivers of Grace, Flow of Calamity. You radiate your control over Luck, bending the fortune of those that surround you.
As a bonus action you can spend 2 Ki points to create an aura of either Fortune or Misfortune, the aura has a radius of 10ft and lasts for either 1 minute, until you fall unconscious, or you choose to dismiss the aura yourself as a free action.
Aura of Fortune: Gives every creature in range (excluding yourself), be it friend or foe, a bonus to their Attack Rolls and Saving Throws equal to your Charisma modifier.
Aura of Misfortune: Gives every creature in range (excluding yourself), be it friend or foe, a penalty to their Attack Rolls and Saving Throws equal to your Charisma modifier.
Requiem for a Chance
17th level Way of the Luck Bender feature
Push the hand of Fortune. Once per long rest, you can push The Hand of Fortune towards a positive outcome. You can give a roll you or one of your allies make a Bonus equal to half your Monk level rounded down.
If this bonus is used, you must also let The Hand of Fortune push back, giving a penalty to a roll you make equal to half your Monk level rounded down. This Penalty must be used on a roll of equal or similar importance as the one that was given the Bonus (Up to DM discretion on when a roll would have sufficient importance).
Failing to let The Hand of Fortune push back before your next Long Rest leaves your flow of Luck unaligned. Whenever you would gain Advantage on a roll you gain Disadvantage instead until your next Long Rest, or until a hostile creature near you drops to 0 hit points, upon which you can spend 4 Ki points to absorb its fortune and misfortune to realign your flow of luck.
Transfer Misfortune. Whenever you or an allied creature fail an Attack Roll, Ability Check or Saving Throw, you can use your Reaction and spend 2 Ki points to push that misfortune to the future.
The target can reroll the failed Attack Roll, Ability Check or Saving Throw with a Bonus equal to your Charisma modifier. Next time you make a roll of the same kind, you take a Penalty equal to your Charisma modifier.
Overflowing Prosperity. You can take 2 reactions per turn. In addition, hits you or an ally within 5 feet of you make against a target score a Critical on rolls of 19 or 20.
Previous Versions
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