Rogue
Base Class: Rogue

Rogues are consummate adventurers, talented and able to take on a range of challenges. Some rogues choose to hone their killing ability, others their dueling skills, and some become fulcrums of magical energy. Then there are the luckblades. Whether through some pact with a devil, a magical connection that defies reality, or just the inscrutable whims of fate, these rogues always find themselves eking ahead of their peers...until you find them dead out the back of a tavern. In truth, these misunderstood individuals are seldom more lucky than any other; they've just found a way to profit from their good luck more. No downsides, of course...

Fickle Mistress

When you choose this archetype at 3rd level, your actions and outcomes become difficult to manipulate.

  • If you would roll a die as the result of using the Lucky feat or the Halfling's Lucky feature, instead roll two; only the lower value from among those results can be used.
  • If a Divination wizard uses their Portent subclass feature to affect a dice roll you make, they lose 2 points of Intelligence for 1d6 hours.
  • If any creature uses a magical ability to impose advantage or disadvantage on one or more dice rolls you make, they gain disadvantage on the next attack roll, ability check, or saving throw they make. Abilities and features from this subclass do not trigger this.

Lucky Streak

Starting at 3rd level, your successes seem to grant you unnatural insight into how to stay on top of things, while your failures hurt just a little more.

  • Whenever you roll a natural 20, gain advantage on the next attack roll, ability check, or saving throw you make within 30 seconds.
  • Whenever you roll a natural 1, you lose 1 hit point.
  • Whenever you roll a 6 on any sneak attack die, roll one more sneak attack die. This ability cannot trigger more times per turn than you have sneak attack dice.
  • Whenever you roll a 1 on any sneak attack die, you take that damage instead. This damage cannot be resisted or ignored.

"Boons" of Fate

At 9th level, you choose a boon for Lady Luck to bestow upon you and gain its feature. You gain an additional boon at 13th level and 17th level.

"Hardy"

  • Whenever you roll a natural 20, you may gain temporary hit points equal to half your level in this class, rounded up.
  • Whenever you roll your sneak attack dice, you may gain temporary hit points equal to twice the number of 6s you rolled.

Temporary hit points granted by this feature last until you take a short or long rest.

"Loaded"

Whenever you roll a natural 20, you gain 200 gold pieces (of a type of currency of the DM's choice). You cannot willingly give away currency unless part of a transaction. When determining encumbrance, currency weighs four times as much for you and items you wear on your person that would place currency in an extradimensional space gain weight equal to four times the currency in their associated space(s).

"Reliable"

You score a critical hit on a 19 or 20. When you roll a 19 on a death saving throw, you may treat it as if you rolled a 20. Your subclass features that trigger on the roll of a 20 also trigger on a roll of 19. Whenever you roll a natural 1 on a d20, you lose proficiency in a tool, skill, language, or saving throw you are proficient with until the next long rest. If you roll a natural 1 on a d20 and have no proficiency in any tools, skills, languages, or saving throws, you instantly drop to 0 hit points.

Invincible

At 13th level, you gain uses of this feature equal to your proficiency bonus, which recharge on a long rest. You may spend one use to do one of the following:

  • As a bonus action, end one effect on yourself that is causing you to be charmed, frightened, paralyzed, poisoned, or petrified. You gain disadvantage on all saving throws until the start of your next turn.
  • As a reaction to taking damage, you take no damage instead. You gain vulnerability to all damage until the start of your next turn.

Even the Odds

At 17th level, you gain the ability to make your own luck, kind of. As a bonus action, you may infuse yourself with the power of fate itself for 1 minute. During this time, you must re-roll any die with an odd value as its result. If you ever re-roll the same die more than twice, treat the result as the die's highest possible value. Once you use this feature, you can’t use it again until you finish a long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
2/25/2021 6:10:24 PM
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