Base Class: Sorcerer
You were born with the benefits of magic by chance. The luck in your creation was so powerful that you was forever bonded to it, and over the years learned to manipulate it. Your innate magical powers were granted to you in some inexplicable way. Maybe a leprechaun gave them to you, or you were simply blessed by some god. You have a close relation with luck, and although you somehow serve it, you can use it's powers in your favor.
Lucky Ascendence
Pure luck runs in your veins. Starting at the first level, you can choose between 3 types of ascendence depending on your alignment: Savras, god of divination and fate, Tymora, goddess of good fortune or Beshaba, goddess of misfortune.
Beshaba (Evil)
The Goddess of Missfortune. The curse of Beshaba grants you powers to mess with others luck. You can influence in the fate of other creatures according to your volition.
As a reaction, you can interfere at an enemy roll, taking away one d10 for any roll it makes. You can do it two times at the first level; four at the 10th level and six at level 20. When you do a short rest, you regain all your Abstraction Dice slots.
Also, you can once per short rest manipulate the luck of one of your enemies. You can give them disadvantadge in any saving throw as a reaction using the Lucky Doom feature. You can use this feature twice at level 5; three times at the 10th level; four times at level 15 and five times at level 20.
Your ancient knowledge made you proficient in the Celestial language and one other language of your choice.
Savras (Neutral)
The God of Fate. Nothing more, nothing less, your bond with fate granted you powers to actually change it. You can alter your own luck, being able to reroll any failed saving throw or check. You can use this feature once per short rest at first level. That number goes up to 2 per short rest at level 5; 3 at the 10th level; 4 at level 15 and 5 at the 20th level.
The blessing from Savras transforms any 19 that you roll on a d20 into a critical roll. Your ancient knowledge made you proficient in the Celestial language and one other language of your choice.
Tymora (Good)
The Goddess of Good Fortune. Your ascendence is divine, in your birth, you were blessed by the entity of good luck. Tymora grants her blessing to creatures of good hearts that show will to share their good luck with others.
Once per turn, you can help an ally by granting it an extra d10 for any roll it wants to use. You can have two d10 active at the same time at the first level; four at the 10th level and six at level 20. You regain a dice slot when one of your dices gets used. When you do a short rest, all the players with a extra dice lose that dice and you regain all your Extra Dice slots.
Also, you can once per short rest manipulate the luck of one of your companions. You can give them advantadge in any saving throw as a reaction using the Lucky Aid feature. You can use this feature twice at level 5; three times at the 10th level; four times at level 15 and five times at level 20.
Your ancient knowledge made you proficient in the Celestial language and one other language of your choice.
Haphazard Shield
The forces of fortune are so strong in you that, starting at fisrt level, you can summon a spectral armor made of pure luck for you. The armor's HP is equal your spell attack modifier + a d20. If you use this feature, the DM can have you roll in the Wild Magic Surge table, from the Wild Magic subclass of the Sorcerer.
At level 10, you can use this luck armor in a willing creature.
Twisted Fate
Your morale affects everyone at your surroundings. When you use any of these feautures, the DM can have you roll on the Wild Magic Surge table.
Depending of your ascendence you gain the following benefits:
Evil Fate
Beshaba's curse lets you diminish any enemy roll. You can transform, once per long rest, any roll that an enemy makes into a critical fail roll. That number goes up to twice at level 12 and three at the 18th level.
Also, any roll that an enemy fails is considered a critical fail.
Good Fate
Tymora grants you the power to help your allies. You can transform, once per long rest, any roll that an ally makes into a critical roll. That number goes up to twice at level 12 and three at the 18th level.
Also, any roll greater than 20 that one of your companions make is considered a critical.
Neutral Fate
Savras lets you transform any dice you roll into a critical roll, once per long rest. That number goes up to twice ate the 12th level and three times at level 18.
Also, any roll you make with a value of 21 or more count as a critical role.
Luck Bender
At level 14, you learned with mastery how to alter chance. Every time you roll on the Wild Magic Surge table, you can reroll a number of times equal your Charisma modifier.
Also, at level 19, you can manipulate the result of the table using a luck dice (for example, if the result is “cast levitate on yourself”, you can try to cast another spell instead).
Luck Construct
Beginning at 18th level, you can channel the power of your ascending god to create a construct of luck. The construct emanates a lucky aura of 60ft radius, giving one inspiration to any allies in the area. Also, any enemy in the area must make a WIsdom saving throw against being charmed (the saving throw must beat your spell save DC).
The construct HP is given by (your level * your Charisma)/3 and rouded up. It wields a Greatsword that deals a d20 + your spell attack bonus radiant damage (the attack to hit bonus is equal your Charisma modifier). The size of the construct is Large and it lasts for 2 turns (or 2 hours, outside battle).
When you summon this construct, roll twice in the Wild Magic Surge table. You spend 2 sorcerer points to use this feature and can only use it once per long rest. The activation time is 1 action.
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Posted Oct 29, 2019This is absolutely broken