Base Class: Rogue
It's said that the first fate-snatcher was a thief weary of her cleric companion's constant droning on about how the gods controlled everyone's fate. Determined to prove him wrong, she delved deep into dusty occult tomes. At long last, she discovered how to perform a ritual that allowed her to see the strands of destiny surrounding all creatures and pluck them for her own use.
Bonus Proficiency
At 3rd level, you gain proficiency in Arcana. You have advantage on Arcana checks concerning magic that alters chance or fate.
Snatch Fate
Starting at 3rd level, when you hit a creature with a sneak attack, you can attempt to pilfer its luck. It must make a Charisma saving throw against a DC of 8 + your proficiency bonus + your Charisma modifier. If it fails, you leech its luck until the beginning of your next turn.
When the creature makes an attack roll, saving throw, or ability check, it must roll a d4 and subtract the number rolled from the result.
When you make an attack roll, saving throw, or ability check, you roll a d4 and add the number rolled to the result.
If the target succeeds on its saving throw, it is immune to this feature for the next 24 hours.
Curse-Resistant
At 9th level, your skill at altering others' fates allows you to better protect your own. You have advantage on saving throws against Bane, Bestow Curse, and other curse or misfortune affects.
Reweave the Strands
At 9th level, when a creature you can see within 60 feet of you makes an attack roll, saving throw, or ability check, you can use your reaction to impose disadvantage on it. If you do so, you have advantage on any single attack roll, saving throw, or ability check you make before the end of your next turn.
Once you use this feature, you can't use it again until you finish a short or long rest.
Shift Curse
At 13th level, you can cast Remove Curse once. For each curse you successfully remove, you can cast Bestow Curse once within the next 24 hours. Charisma is your spellcasting ability for these spells.
Once you use this feature, you must finish a long rest before using it again.
Twist of Fate
Beginning at 13th level, you can redistribute many creatures' fates at once. As a bonus action, choose any number of creatures you can see within 60 feet of you. They must make a Charisma saving throw against your Snatch Fate DC. Each creature that fails is cursed as if affected by the spell Bane for 1 minute.
For each creature that fails, choose one creature you can see within 60 feet of you. That creature receives good fortune as if affected by the spell Bless for 1 minute.
Once you use this feature, you can't use it again until you finish a long rest.
Defy Destiny
Starting at 17th level, when a creature scores a critical hit on you while you are not incapacitated, it is turned into a normal hit. Any effects triggered by a critical hit are canceled.
When this happens, the next attack you make before the end of your next turn is an automatic critical hit.
This feature can be activated only once every minute.
Previous Versions
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