Base Class: Rogue
A rogue who lives by luck, chance, and risky plays. They manipulate fate itself, always ready to bet big and win big.
3rd Level – Luck of the Draw
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You gain a pool of Luck Dice (d6s) equal to your Proficiency Bonus.
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Once per turn, when you make an attack roll, ability check, or saving throw, you can spend one Luck Die to roll it and add the result.
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You regain all spent Luck Dice on a long rest.
3rd Level – All or Nothing
Before you roll Sneak Attack damage, you can declare “all in.”
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Roll double your Sneak Attack dice.
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If you miss the attack, you cannot make another Sneak Attack until the start of your next turn.
9th Level – Loaded Dice
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When you roll a Luck Die, you can roll twice and take the higher result.
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Additionally, if you roll a natural 20 on an attack, you regain one expended Luck Die.
13th Level – Cheat Fate
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When you or an ally within 30 feet fails a saving throw, you can use your reaction to spend 2 Luck Dice and force them to reroll the save.
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They must take the new result.
17th Level – House Always Wins
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Once per turn, when you deal Sneak Attack damage, roll one Luck Die.
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On a 1–3: You gain temporary hit points equal to the result.
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On a 4–6: You can immediately make another weapon attack against the same target.
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17th Level – House Always Wins
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Once per turn, when you deal Sneak Attack damage, roll one Luck Die.
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On a 1–3: You gain temporary hit points equal to the result.
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On a 4–6: You can immediately make another weapon attack against the same target.
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