Rogue
Base Class: Rogue

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

Fate's Favor

As a bonus action, you may roll a d12 to pick a card at random from the Fate's Favor deck. You gain the benefits of the corresponding card (listed below) for one minute or until you roll and select another card from the deck. If you already have the benefits of one of the Fate's Favor effects, it instead costs an action to roll the die. 

1. (Poison Card) Gain the poison condition for 1 minute or until cured.

2. (Rapier Card) Your melee weapon attacks gain +1 critical threat range and deal an additional 1d4 force damage. 

3. (Shield Card) You get a +1 bonus to AC and have advantage on Strength, Dexterity, and Constitution saving throws.

4. (Spellbook Card) You get a +1 bonus to your spell save DC and have advantage on Intelligence, Wisdom, and Charisma saving throws.

5. (Elements Card) You gain resistance to two damage types of your choice. 

6. (Swift Boots Card) Your speed is increased by 5 feet and you cannot be grappled, restrained, or targeted by attacks of opportunity. 

7. (Baton Card) Select again and apply the effect to a creature within 60ft of you.

8. (Health Card) Gain temporary hit points equal to 2x your Constitution modifier

9. (Patience Card) No discernible effect occurs and the arcane deck can not be accessed again for 1 minute.

10. (Crossbow Card) Your ranged and thrown weapon attacks ignore all damage resistances and you have a +2 bonus to attack rolls with ranged and thrown weapons.

11. (Atrophy Card) You and all creatures within 15ft of you gain 1 point of exhaustion for 1 minute

12. (Crystal Ball Card) You may choose your desired card and apply its effect.

Spellcasting

When you reach 3rd level, you gain the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing 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 Rogue of Fortune 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 enchantment and divination spells on the wizard spell list.

The Spells Known column of the Rogue of Fortune Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an enchantment, illusion, or divination 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.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

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, illusion, or divination spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

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

Rogue of Fortune Spellcasting

Rogue

Level

Cantrips

Known

Spells

Known

— Spell Slots per Spell Level —

1st

2nd

3rd

4th

3rd

3

3

2

—

—

—

4th

3

4

3

—

—

—

5th

3

4

3

—

—

—

6th

3

4

3

—

—

—

7th

3

5

4

2

—

—

8th

3

6

4

2

—

—

9th

3

6

4

2

—

—

10th

4

7

4

3

—

—

11th

4

8

4

3

—

—

12th

4

8

4

3

—

—

13th

4

9

4

3

2

—

14th

4

10

4

3

2

—

15th

4

10

4

3

2

—

16th

4

11

4

3

3

—

17th

4

11

4

3

3

—

18th

4

11

4

3

3

—

19th

4

12

4

3

3

1

20th

4

13

4

3

3

1

Dealer's Hand

Starting at 3rd level, when you cast mage hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it:

  • You can stow one object the hand is holding in a container worn or carried by another creature.
  • You can retrieve an object in a container worn or carried by another creature.
  • You can use thieves’ tools to pick locks and disarm traps at range.

You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature’s Wisdom (Perception) check.

In addition, you can use the bonus action granted by your Cunning Action to control the hand.

Feeling Lucky

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

Before using any movement speed, as an action, you may make one weapon attack on a creature within range. Instead of rolling for an attack,  roll any die. If the number rolled is even, the attack is a critical hit. On an odd number, 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 a number of times equal to your INT modifier you must complete a long rest before using it again.. At level 16, you may use it an additional 2 times before a long rest. 

Luck's Intervention

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

Once per long rest, you may re-roll any die you roll or force an enemy to re-roll a die they roll. This can include your Fate's Favor roll, any weapon or spell attack roll, any check or saving throw, etc. You must 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.

When you reach 17th level and score a critical hit you are granted an additional use of Luck's Intervention.   

All In

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

Whenever you draw a Fate's Favor card, you may now roll to select an additional card, 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. Gaining temporary hit points from this ability refreshes the temporary hit points, it does not stack. 

Additionally, whenever you score a critical hit, you may reroll to select a card from the Fate's Favor deck even if you already have the benefits of Fate's Favor and grants another use of Luck's Intervention.

Comments

Posts Quoted:
Reply
Clear All Quotes