Level Features
1 Two Basic Talents 11 One Basic, Trained or Advanced Talent
2 One Basic Talent 12 Ability Score Increase
3 Strong Hero Archetype 13 One Basic, Trained or Advanced Talent
4 Ability Score Increase 14 Archetype Feature
5 One Basic or Trained Talent 15 One Basic, Trained or Advanced Talent
6 One Basic or Trained Talent 16 Ability Score Increase
7 Archetype Feature 17 One Basic, Trained, Advanced or Expert Talent
8 Ability Score Increase 18 Archetype Feature
9 One Basic or Trained Talent 19 One Basic, Trained, Advanced or Expert Talent
10 Archetype Feature 20 One Basic, Trained, Advanced or Expert Talent
lucky HERO
Lucky HERO
Class Role: Controller, Support, Chaos Specialist
Primary Ability: Luck
Secondary Abilities: Dexterity, Charisma
Hit Dice: d6
Armor Training: Light Armor
Weapon Training: Simple Weapons, Sidearms
Saving Throws: Charisma, Luck
Skill Proficiencies (Choose 3)
Acrobatics, Deception, Insight, Investigation, Perception, Persuasion, Sleight of Hand, Stealth
LEVEL PROGRESSION SUMMARY
Level Features
1 Two Basic Talents 11 One Basic, Trained or Advanced Talent
2 One Basic Talent 12 Ability Score Increase
3 Strong Hero Archetype 13 One Basic, Trained or Advanced Talent
4 Ability Score Increase 14 Archetype Feature
5 One Basic or Trained Talent 15 One Basic, Trained or Advanced Talent
6 One Basic or Trained Talent 16 Ability Score Increase
7 Archetype Feature 17 One Basic, Trained, Advanced or Expert Talent
8 Ability Score Increase 18 Archetype Feature
9 One Basic or Trained Talent 19 One Basic, Trained, Advanced or Expert Talent
10 Archetype Feature 20 One Basic, Trained, Advanced or Expert Talent
CORE CLASS FEATURES
basic talents:
fortunate knack
Gain proficiency in two skills or tools of your choice.
lucky break
Once per turn when you fail a d20 roll, you may reroll the die. You must use the new result. You may use this feature once per Short Rest.
twist of fate
As a Reaction when a creature within 30 feet makes an attack roll, you may impose Advantage or Disadvantage on the roll. You may use this feature a number of times equal to your Proficiency Bonus per Long Rest.
gambler's instinct
You gain proficiency with one gaming set and one weapon of your choice. You may use luck instead of Strength or Dexterity for attack and damage rolls with the chosen weapon.
uncanny timing
Gain proficiency in one saving throw of your choice, or Expertise in one you already have proficiency in.
silver streak
When you roll Initiative, gain temporary hit points equal to your Charisma modifier + your level.
rabbit's foot
Whenever an ally within 30 feet rolls a natural 1, you may use your Reaction to allow them to reroll the die. You may do this once per Short Rest.
trained talents
gains!
permanently gain +2 to your luck score
impossible odds
you gain advantage on initiative rolls
fortune favors
Whenever you succeed on a saving throw, you may move up to 10 feet without provoking Opportunity Attacks.
loaded dice
Once per turn, when you deal damage, you may reroll one damage die.
advanced talents
gains! x2
permanently gain +2 to your luck score (Max. 22)
jackpot
Once per Long Rest, when you roll a natural 20, regain all expended uses of "twist of fate."
probability shift
As an Action, choose one creature within 30 feet. For 1 minute:
-
The first attack against them each round has Advantage.
-
The first attack they make each round has Disadvantage.
You may use this ability once per Long Rest.
instinctive escape
When reduced below half your Hit Points, you may immediately move up to your speed without provoking Opportunity Attacks.
expert talents
gains! x3
permanently gain +2 to your luck score (Max. 24)
destiny's chosen
Twice per Long Rest, after any creature rolls a d20 within 60 feet, you may change the result to a natural 20 or natural 1.
miracle roll
twice per long rest, after any d20 roll you may replace the result with a natural 20.
bend destiny
Once per Long Rest, when you or an ally within 30 feet would be reduced to 0 Hit Points, they instead drop to 1 Hit Point and may immediately move up to half their speed.
lucky HERO ARCHETYPES
high roller
Role: Damage Support, Risk/Reward Specialist
Fantasy: Gambler, Daredevil, Gunslinger
"Every bad decision becomes a legendary story."
Level 3 – Double Down
Before making an attack roll, you may choose to Double Down:
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Gain Advantage on the attack.
-
If the attack misses, you take damage equal to your Proficiency Bonus.
Level 7 – Critical Momentum
Whenever you score a Critical Hit:
-
Gain temporary Hit Points equal to your level.
-
Immediately move up to half your speed.
Level 10 – Lucky Streak
Each time you roll a natural 20, increase your movement speed by 10 feet and gain +1 AC until the end of combat.
Stacks up to 3 times
Level 14 – All In
As an Action, for 1 minute:
-
Your attacks Crit on a 19–20.
-
Enemy attacks against you Crit on a 19–20.
Once per Long Rest.
Level 18 – House Always Wins
Once per turn, when you miss an attack, you may immediately make another attack against a different target within range.
fateweaver
Role: Controller, Support, Probability Manipulator
Fantasy: Oracle, Fortune Teller, Reality Bender
"The universe cheats for you."
Level 3 – Reading the Threads
As a Bonus Action, choose one creature you can see:
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They gain Advantage on their next d20 roll.
-
Or they suffer Disadvantage on their next d20 roll.
Level 7 – Borrowed Fortune
When a creature within 30 feet rolls a natural 20, you may use your Reaction to grant Advantage to an ally's next roll.
Level 10 – Warp Probability
As an Action, force all creatures within 20 feet to reroll their next successful attack or saving throw before the end of your next turn.
Level 14 – Predicted Outcome
At the start of combat, roll two d20s and record the results.
Before any creature makes a roll, you may replace their result with one of the recorded numbers.
Level 18 – Rewrite Fate
Once per Long Rest, choose any number of creatures within 30 feet.
For 1 minute:
-
Allies gain Advantage on all saving throws.
-
Enemies suffer Disadvantage on all saving throws.
trickster
Role: Utility, Debuff, Escape Artist
Fantasy: Rogue Gambler, Chaos Mage, Lucky Thief
"If there's a wrong way to do it, that's my specialty."
Level 3 – Cheat
As a Bonus Action, take the Hide or Disengage Action.
Level 7 – Misdirection
When a creature misses you with an attack, you may force them to attack another creature within 5 feet of them.
Level 10 – Vanishing Act
Once per Short Rest, when targeted by an attack, you may become Invisible until the start of your next turn.
Level 14 – Chaotic Entrance
Whenever you roll Initiative:
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Teleport up to 30 feet to an unoccupied space you can see.
-
Creatures adjacent to your destination suffer Disadvantage on their first attack roll.