Fighter
Base Class: Fighter

The Fortune Fighter has breezed through life with good fortune on their side. Usually born under a wealthy household with a happy family. At some point they were gifted a coin as a sign of good luck. The Fortune Fighter can channel their good fortune (usually unknowingly) into the result of the coin flip determining if they have success in combat or conversation.

This subclass works well with Charisma based skills. I also plan to add halfcasting bard spells, but idk if it'll work out well. I'll scrap if it doesn't. 

Blind Luck

When you fail an ability check, saving throw, or attack rolls you may flip a coin.

On heads the fail becomes a success.

On tails you take 1d6 psychic damage. 

You may use this feature once per short rest

Accidental Wealth

Once per game session; while searching a person, container, etc. you may flip a coin. On heads you find 1d4 gold coins and regain 1 use of this feature. On tails you take 1d4 psychic damage amd lose this feature. 

Stumbling Strike

When you hit with an attack, you may flip a coin. On heads you add 1 extra damage die of your equipped weapon. On tails you take damage equal to half of what you dealt and fall prone. You may use this feature once per short rest. 

Confounding Luck

Once per session, when you roll a natural 1 you may flip a coin. On heads the natural 1 transforms into a natural 20. On tails you take one level of exhaustion. 

Borrowed Luck

Once per short rest you may share your luck with an ally who has failed a saving throw. Flip a coin. On heads they succeed the saving throw instead. On tails you suffer the effects of the failed saving throw as well or take 1d10 psychic damage. DM chooses

Close Call

When you are hit by an attack you may flip a coin. On heads the attack misses, lucky you. On tails you take an additional 1d6 psychic damage. 

Dubious Diplomat

Once per session, you may attemot to shift the attitude of an NPC in a non combat encounter to friendly. Flip a coin.

On heads the NPC friendly to you and your allies for 10 minutes. During this time you have advantage on persuasion and deception checks towards the NPC.

On tails you take 1 level of exhaustion and 1d10 psychic damage. The NPC becomes hostile toward just you (DMs discretion)

That was Risky

Once per long rest, you may attempt to perform a grand evasion instead of making a saving throw. Flip a coin.

On heads you succeed the saving throw, take no damage, and may move up to your movement speed without provoking opportunity attacks.

On tails you fall prone, take one level of exhaustion, and suffer 3d6 psychic damage. 

All In

During combat, when you hit a creature within 5 feet of you without using any of your movement speed this turn, you may flip a coin. 

On heads you deal 3x the damage rolled. 

On tails you turn the hit into a miss, fall prone, and take one level of exhaustion. 

You may use this feature once per session. 

Die Hard

When you are on death saving throws it takes only 1 success to become stabilized. 

Once per long rest, when you become stabilized from this feature you may flip a coin. 

On heads you regain half your hp and may move half your movement speed with provoking opportunity attacks. 

On tails you lose all your movement speed, stay prone, and the next melee attack against you is treated as a natural 20. 

Desperate Gamble

Once per session during any non-combat encounter you may flip a coin. 

On heads you receive the best possible outcome for you and your party members. Whether it be loot from a grand reward, talking your way out of a dire situation, or surviving death defying odds just out of sheer luck. (DMs discretion) 

On tails you drop to 1 hit point and gain a level of exhaustion. 

Destined Outcome

Once per day you may turn the outcome of a coinflip from a tails to a heads. If you do you gain one level of exhaustion.

This feature can not be used on Desperate Gamble. 

Plot Armor

Fate itself seems to conspire to keep you alive. Once per long rest when you would be reduced to zero hit points or would be killed outright, you can invoke your plot armor. Instead of suffering the lethal outcome, you miraculously survive. You are reduced to one hit point and gain temporary invulnerability until the start of your next turn. 

At the end of your next turn, if you've invoked your plot armor, you must flip a coin. On heads nothing happens. On tails you suffer a minor but permanent effect (such as a scar, a new phobia, the loss of an item, etc.)

Comments

Posts Quoted:
Reply
Clear All Quotes