Rogue
Base Class: Rogue

Talented in melee and ranged combat as well as spellcasting, the Gambit Rogue gets substantially stronger in these skills with a roll of the dice and commits to the powers given to her as much as possible. 

Fortune's Favor

Beginning at 3rd level, you have learned to conjure and use an arcane six-sided die tied directly to the Weave, allowing you to access several magical buffs at random. 

As a bonus action, you may roll your Fortune's Favor die. You gain the benefits of the corresponding roll (listed below) for one minute or until you roll your Fortune's Favor die again. If you already have the benefits of one of the Fortune's Favor buff, it instead costs an action to roll the die. 

  1. Your ranged and thrown weapon attacks ignore all damage resistances and you have a +2 bonus to attack rolls with ranged and thrown weapons. 
  2. Your melee weapon attacks gain +1 critical threat range and deal an additional 1d4 force damage. 
  3. You get a +1 bonus to AC and have advantage on Strength, Dexterity, and Constitution saving throws. 
  4. You get a +1 bonus to your spell save DC and have advantage on Intelligence, Wisdom, and Charisma saving throws.
  5. You gain resistance to two damage types of your choice. 
  6. Your speed is increased by 5 feet and you cannot be grappled, restrained, or targeted by attacks of opportunity. 

Spellcasting

When you reach 3rd level, you gain the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spell list.
 
Cantrips. You learn three cantrips: mage hand and two other cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level.
Spell Slots. The Arcane Trickster Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell charm person and have a 1st-level and a 2nd-level spell slot available, you can cast charm person using either slot.

Spells Known of 1st-Level and Higher. You know three 1st-level wizard spells of your choice, two of which you must choose from the abjuration, enchantment, illusion, and transmutation spells on the wizard spell list.

The Spells Known column of the Arcane Trickster Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration, enchantment, illusion, or transmutation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an enchantment or illusion spell, unless you're replacing the spell you gained at 8th, 14th, or 20th level.

Spellcasting Ability. Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier

Gambit Rogue Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Gambit Rogue Spells table. The spell counts as a wizard spell for you, but it doesn't count against the number of wizard spells you know.

Rogue Level Spells
3rd magic stone, true strike
6th misty step
10th silence
14th freedom of movement
18th compulsion

Ante Up

When you reach 9th level, you gain the ability to make a special attack against multiple targets. 

If you have not moved this turn, as an action, you may make one weapon attack on a number of creatures within range equal to your intelligence modifier. For each attack, instead of rolling an attack, flip a coin. On a heads, the attack hits and crits. On a tails, the attack misses and your speed is reduced by 10 feet this turn. These weapon attacks can apply sneak attack damage. 

After using this ability, you must complete a long rest before using it again. At level 16, you may use it one additional time before a long rest. 

Lady Luck is Smiling

When you reach 13th level, you gain the ability to rewrite fate and reality in the world around you.

Once per turn, during your turn, you may re-roll any die you roll or force an enemy to re-roll a die they roll. This can include your Fortune's Favor roll, any weapon or spell attack roll, any check or saving throw, etc. You can also re-flip a coin for your Ante Up ability. You must take use the value of the new roll. You can use this ability on rolls that have advantage or disadvantage, using the new roll as the value of the re-rolled die.

All In

When you reach 17th level, your connection to the power of the Weave has strengthened, allowing you to double up on your Fortune's Favor die.

Whenever you make a Fortune's Favor roll, you now roll an additional die, gaining an additional buff. If both dice roll the same value, you get double the bonus for any additive effects of the buff and temporary hit points equal to your level + your constitution modifier. 

Additionally, whenever you score a critical hit on your turn, you may reroll your Fortune's Favor dice as a bonus action even if you already have the benefits of Fortune's Favor.

Gaining temporary hit points from this ability refreshes the temporary hit points, it does not stack. 

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