Base Class: Rogue
You have always grown up with luck on your side. This has become clear to you now and you figured out a way to manipulate this luck.
Overflowing Luck
At 3rd level whenever you succeed on a saving throw 3 people within 10ft diameter of you get a +2 on that save. This scales to 4 people when you reach 10th level.
Miss Fortune
At 9th level you are able to persuade your luck to make one critical hit on a creature miss. You can use this once per long rest.
Lucky Steal
At 13th level you start to feel the luck course through your veins. As an action you can now roll a 1d20 on a 1-10 nothing happens, on a roll of 11-15 you steal money from the target, and on a roll of 16-20 you get a piece of equipment from the target at the dm's discretion. It is not possible to gain advantage or modifiers on this roll. If this roll is tampered with in any way the roll is nullified. You can do this twice per long rest.
Ace in the Hole
Your luck is now vast. Critical fails are now 1-3 however critical success' are 18-20. If you roll a natural 1 your next critical success is now a normal roll. You gain this ability at 17th level.
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