Base Class: Artificer
Fortune and glory... What else is there to life? The only certainty is uncertainty and you thrive in that. When life throws a curveball at you... Throw lemons back.
Fortune Magic
3rd-level Fortune feature
You are blessed by the fortune of god himself; able to overcome any perilous circumstances with luck. Your spellcasting ability is charisma. When you cast a spell, use a magic item or use a feature in which you roll a die, you may reroll that die once per turn. This cannot be used on damage, healing, or attack rolls, nor on skill checks or saving throws. (for example, rerolling the die used to determine your damage type with chaos bolt, but not rerolling the attack roll or damage roll of chaos bolt.)
Fortune Spells
3rd-level Fortune feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Armorer Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Fortune Spells
| Artificer Level | Spell |
|---|---|
|
3rd |
Chaos Bolt, Bane |
|
5th |
Nathair’s Mischief, Suggestion |
|
9th |
Antagonize, blink |
|
13th |
blight, confusion |
|
17th |
infernal calling, reincarnate |
Fortune and Chaos
3rd-level Fortune feature
You are a conduit for chaos; even something that can be perceived as bad is a great advantage to you. Whenever you roll a 1 on an attack roll, skill check, or saving throw, you become blessed with fortune for the next minute. While blessed, you cannot be disarmed or drop your weapon against you will, allies take 0 damage from you, and attacks against you have disadvantage.
Stupid Wish
3rd-level Fortune feature
You learn the unbelievable power to wish; the most powerful spell of them all. An an action, state your wish; the wish cannot affect creatures or worn or held objects. Then, roll on the wild magic table. Neither the wish you asked for, nor the wild magic result happen. Once you use this ability, you must take a long rest before using it again.
However, for the next 24 hours after using stupid wish, you may infuse your equipment with the residue power of luck. Your armor provided 1d4 more AC than usual today, and your weapons deal an additional 1d4 extra damage. However, if you roll a 20 on an attack roll, or if a natural 1 is rolled on an attack roll against you, you become cursed by luck for a minute. If cursed via an attack roll made on you, your 1d4 bonus to armor class becomes a minus. If cursed by an attack roll you made, your 1d4 bonus to damage becomes a minus.
Reversal of Fortune
5th-level Fortune feature
Once per long rest, when you would succeed on a saving throw, you may choose to fail it instead. if you do, you are blessed by fate for one minute. While blessed, you may expend the blessing when you would fail a saving throw; you pass instead. This ability cannot be used against saving throws from yourself or friendly creatures.
Flash of Fortune
9th-level Fortune feature
You learn how to use your flash of genius for more than simply mere smarts... Instead of using your intelligence modifier, it now uses your charisma. In addition, when you use it, you may choose to either add or subtract from the roll, instead of just add. When adding in this way, you add to the base die rolled, not the modifier (so for example, a 3 rolled plus 5 is not 3+5, but instead treated as if you rerolled it to be an 8). However, the effect instantly fails if it would cause a roll to go outside it's possible range (if adding onto 1d4, the roll cannot go under 1 or over 4.) This cannot be added to 1d100 rolls.
Chaos Theory
15th-level Fortune feature
Your fortune is balanced; luck and not two sides of the same coin. Whenever you influence a die roll, you gain a charge of Balance that lasts for one minute (influencing a die roll means changing the base roll. adding modifiers onto it isn't considered influencing it). You may have a maximum number of balance charges equal to your artificer level, and may spend them in the following ways:
Amplify. When you damage a creature, you may expend any number of balance charges; they take 2d4 additional damage of any type for each balance charge expended.
Dampen. As a reaction when a creature takes damage, you may expend any number of balance charges; they take 1d6 less damage for each charge expended. If that damage was a critical hit, the attacker also takes damage equal to the amount reduced.
Chaos Warp. When a creature you can see would teleport, you may expend any number of balance charges; they appear off target from their intended teleport location by an amount of feet equal to 10x the amount of charges used (you choose which direction). If they appear in an occupied space, they take 20 force damage and are shunted to the nearest unoccupied space.
Previous Versions
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3/25/2024 6:54:14 PM
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Coming Soon
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