Rogue
Base Class: Rogue

This class is meant to be used with LMC Subraces, Backgrounds, Items, and Rules

Manually add the LMC: Base Rules feat for quick campaign rules reference

You rely on luck to lead you to success

Level 3: Rely on your Luck

Starting at level 3, when you roll initiative, set your luck to 0 and roll your luck die. This is your initial luck value.

At the beginning of each turn, roll a luck die and add the value to your luck pool.

Your luck die is a 1d6, and you can have a maximum of 9 luck in your pool.

When you exit combat, your luck returns to 0.

You can reroll your luck roll once per short rest.

Ability Cost Effect Description
Ooh, a gap... 1 Luck Add +2 to your attack roll You find a gap in the enemy's armor, increasing the chances you deal damage.
Can't touch this... 2 Luck Add +10 to your AC for the next attack roll made on you You move around unexpectedly, making it much more difficult for enemies to hit you.
Nothing to see over here... 2 Luck Become hidden You make yourself look unthreatening on the battlefield, and enemies seem to look right past you. You don't need any cover whatsoever.
Try again... 3 Luck Reroll a die or force someone within 30 feet to reroll a die You will your luck to change fate.
You're so vein... 4 Luck Apply 1 bleed (1d6 at the beginning of target's turn) You see a vein and decide to open it.
Over here! 5 Luck AOE DC 14 Con Save or blinded An enemy looks at you with surprise, and you take the opportunity to fling sand in the eyes of anyone within a 15 foot cone.
That looks important... 6 Luck Turn a successful hit into a critical hit You find a vulnerable spot on your enemy and target it for major damage. May be used after hit, but before damage is rolled.

Level 9: Improved Luck

Starting at level 9, your luck die is now a 1d8 instead of a 1d6, your luck pool can have a maximum of 12 luck, and you can reroll luck 2x per short rest.

Level 9: Keep Them Talking

Starting at level 9, you have advantage on deception and persuasion checks when trying to avoid or delay a fight.

Level 9: Attercop! Attercop!

Starting at level 9, when a creature that you can see within 60 feet of you makes an attack roll or saving throw you can use your reaction to reduce the creature’s roll by 1d10. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails. The creature is immune if it can’t hear you or if it’s immune to being charmed. This feature can be used 3 times per short rest.

Level 13: Get Down!

Starting at level 13, as a bonus action, you try to sound like the enemy, and convince anyone within 30 feet who can understand the language you speak to hit the ground. (DC 13 + Int) intelligence saving throw, or fall prone. Can only be used once per short rest.

Level 13: Redirecting Dodge

Starting at level 13, if an enemy misses an attack on you, you can use 1 luck to redirect the hit to another enemy within 5 feet of you.

Level 17: Master Luck

Starting at level 17, your luck dice are 2d6 instead of 1d8, your luck pool can have a maximum of 18 luck, and you can reroll luck 3x per short rest.

Level 17: High Risk, High Reward

Starting at level 17, you can choose to roll 4d20 for an attack and take the highest roll. If you get a critical, triple the dice values instead of doubling them. If you miss the target, you take the 3x damage instead. This can be used 1 time per short rest. If you miss the target with this ability, you can attempt to use it again before a short rest. If you would normally have disadvantage on the attack, you only roll 2d20. If you have advantage on the attack, roll 5d20.

Previous Versions

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3/5/2026 9:52:18 PM
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