Base Class: Rogue
Fortune favors the weird. Confuse your enemies, deploy ridiculous tricks and narrowly escape danger in increasingly improbable ways.
Level 3: Grabby Hands
You gain proficiency with Improvised Weapons. When you wield one, it has the Finesse property for you.
When you take the Utilize action, you can make one attack with an Improvised Weapon as part of that action.
When you Grapple a creature, you can use Dexterity instead of Strength to determine the saving throw DC. In addition, your attacks against a creature Grappled by you qualify for Sneak Attack even if you lack Advantage, provided you don’t have Disadvantage on the attack roll.
Level 3: Failing Forward
Things always work out for you. Your luck is represented by Fortune Dice, which are used to fuel your Tricks. Your Fortune Die is a d4. It becomes a d6 at Rogue level 5, a d8 at level 9, a d10 at level 13, and a d12 at level 17.
When you finish a Short or Long Rest, you regain Fortune Dice until you have a number equal to your Proficiency Bonus. You can never have more than that number.
You also regain one Fortune Die when any of the following occurs, provided you are below your maximum:
- You roll Initiative and have no Fortune Dice.
- Once on each of your turns, a hostile creature fails a saving throw against an effect you caused.
- Once on each of your turns, you deal Sneak Attack damage.
- Once per turn, you roll a 1 or 20 on a d20 test.
You can regain only one Fortune Die from a single roll or event. You cannot regain a die from a roll that you modified by spending a Fortune Die.
You learn Tricks that you can use to baffle your enemies. You can apply only one Trick to an attack. Your Trick save DC equals 8 + your Proficiency Bonus + your Dexterity modifier.
According to Plan... When you fail a d20 test, you can spend one Fortune Die and add it to the roll, potentially turning the failure into a success. If you leave the failure unchanged, you instead regain one Fortune Die.
Pocket Sand! You can use a Bonus Action and expend one Fortune Die to momentarily distract a creature within 5ft of you. You have Advantage on the next attack roll you make against it before the end of this turn. The creature must also succeed on a Dexterity saving throw or have Disadvantage on the next attack roll it makes before the end of its next turn.
Me First! When a creature you can see hits you with an attack roll, you can use your Reaction and spend two Fortune Dice. Roll both dice and subtract the higher result from the attack roll, potentially causing it to miss. If it misses, you can make one weapon attack against the creature as part of the same Reaction, provided it is within your weapon’s reach or range.
Fake It 'Til You're Dead. As a Bonus Action, you can expend one or more Fortune Dice and roll them. You gain temporary hit points equal to the total rolled.
Level 9: Failing Upward
You learn additional tricks.
Ceaseless Nonsense. Once per short rest, you can take a bonus action to regain one Fortune Die.
Stop Fighting! As an Action, spend three Fortune Dice. Each creature of your choice within 30 feet of you that can see and hear you must make an Intelligence saving throw. A creature automatically succeeds if it cannot understand a language you speak. On a failed save, it has the Charmed condition until the end of your next turn.
Can't Touch Me! When a creature moves within 5 feet of you on its turn, you can use your Reaction and spend two Fortune Dice to make a melee weapon attack against it. You can then move up to 5 feet without provoking Opportunity Attacks. If you hit, you can move up to 10 feet instead.
Level 9: This Shouldn't Work
When you make an ability check, you can describe a plausible but unconventional approach to the task. With the DM’s permission, you can use Dexterity or Charisma for the check instead of its normal ability. If the check doesn’t already include your Proficiency Bonus, you add your Proficiency Bonus to it.
You can substitute an ability in this way a number of times equal to your Proficiency Bonus, regaining all expended uses when you finish a Long Rest.
Level 13: Look Over There!
When a creature you can see hits you with an attack, you can use your Reaction to choose another creature, other than the attacker, within the attack’s reach or range. The attacker repeats the attack roll against the chosen creature, and the attack misses you.
You can use this feature a number of times equal to your Proficiency Bonus. You regain all expended uses when you finish a Long Rest.
Level 17: I Meant to Do That
During combat, when you fail an attack roll, ability check, or saving throw, you can take another turn immediately after the current turn ends. The triggering failure still occurs.
Once you use this feature, you can’t use it again until you finish a Short or Long Rest.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
9/29/2026 6:04:31 PM
|
16
|
1
|
0,1
|
Coming Soon
|