Lucky Bastard (5e Subclass)

From D&D Wiki
Revision as of 17:40, 30 January 2021 by Geodude671 (talk | contribs) (Script-assisted: Marking as abandoned all edition-specific pages with needsbalance or stub and no edits for at least 1 year)
Jump to navigation Jump to search
Recycle.png This page was marked as abandoned on 10:40, 30 January 2021 (MST) because: Issue(s) unaddressed for over a year. (discuss)

If you think you can improve this page please bring the page up to the level of other pages of its type, then remove this template. If this page is completely unusable as is and can't be improved upon based on the information given so far then replace this template with a {{delete}} template. If this page is not brought to playability within one year it will be proposed for deletion.

Edit this Page | All abandoned pages

Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Missing several sections.


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs


Lucky Bastard

Anyone can be lucky, but not everyone can be a Lucky Bastard. It takes some skill, a lot of luck, and a quite a bit of physical prowess.

Making a Lucky Bastard

Lucky Bastards are a jack-of-all-trades of sorts, they are strong, healthy, hearty, and even skillful. While strong and skillful, a Lucky Bastard is not always as lucky as his name makes him sound and therefor often makes friends with Bards and Clerics.

A good aligned Lucky Bastard can become the party defender, or even act like a Rogue. He can fight with the toughest of the tough and manage to win out with barely a scrape. He can help their allies who are in need, whether it be in attacking or with skills. An evil aligned Lucky Bastard will not help the party much, often deflecting attacks against himself to others. He would be more likely to be a showoff rather than do anything actually productive. A neutral aligned Lucky Bastard gets to do what it wants, pretty much when it wants to.

Abilities: A Lucky Bastard is a Fighter of sorts so physical attributes are the important. IE: Str Dex, Con. However, over and above that, Wis is the most important Ability for a Lucky Bastard because it determins the number of Lucky re-rolls he will get per day. Int, Cha, are also important when making a Lucky Bastard when it comes to skills and saves.

Races: Lucky Bastards must be of mixed blood. Mixed blood could mean one of the half-Human races, or it could mean or half-Dragon, or even a [Mongrel] or a plane touched. They are in any case the result of a mother who ended up with an unwanted child. Insidentally this makes Half Celestials and Aasimars very rare Lucky Bastards.

Alignment: Any Chaotic, Lucky Bastards are unruly in nature as they were not raised in a customary way.

Starting Gold: 5d4×10 gp (125 gp).

Starting Age: Simple.

Table: The Lucky Bastard

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +2 +2 Lucky Weapon, Lucky Armor, Lucky
2nd +2 +3 +3 +3 Lucky Skill(1), Generally Lucky
3rd +3 +3 +3 +3 Heroic Destiny, Easy Luck
4th +4 +4 +4 +4 Bonus Luck Feat, Lucky Ability
5th +5 +4 +4 +4
6th +6 +5 +5 +5 Fearless Destiny, Extra Lucky
7th +7 +5 +5 +5 Bonus Luck Feat, Karma(1)
8th +8 +6 +6 +6 Lucky Wealth
9th +9 +6 +6 +6
10th +10 +7 +7 +7 Bonus Luck Feat, Ingrained Luck(1)
11th +11 +7 +7 +7 Cheat Luck, Lucky Skill(2)
12th +12 +8 +8 +8 Lucky Offense
13th +13 +8 +8 +8 Bonus Luck Feat
14th +14 +9 +9 +9 Lucky Defense
15th +15 +9 +9 +9 Karma(2)
16th +16 +10 +10 +10 Bonus Luck Feat, Magical Luck
17th +17 +10 +10 +10
18th +18 +11 +11 +11 Lucky Resistance
19th +19 +11 +11 +11 Bonus Luck Feat
20th +20/15/10/5 +12 +12 +12 Ingrained Luck(2)

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Appraise, Balance, Bluff, Climb, Craft, Diplomacy, Disguise, Escape Artist, Gather Information, Heal, Hide, Intimidate, Jump, Knowledge(local), Listen, Move Silently, Perform, Profession, Search, Sense Motive, Sleight of Hand, Spot, Survival, Swim, Tumble, Use Magic Device, Use Rope.

Class Features

Lucky Bastards are exactly what their name means, in both senses. They are overly lucky but are also from a family who's offspring are looked down upon because of their interracial pregnancy. All of the following are class features of the Lucky Bastard.

Weapon and Armor Proficiency: None.

Lucky: At 1st level a Lucky Bastard is unnaturally lucky. He gains the Luck Domain ability regardless of deity.

Lucky Weapon: At 1st level a Lucky Bastard finds his lucky weapon. Gives Proficiency and Focus in chosen weapon. This ability comes with a burden, a Lucky Bastard who uses a weapon other than his lucky weapon (including improvised weapons, but not unarmed strikes) loose all of their luck rerolls for twenty-four hours.

Lucky Armor: At 1st level a Lucky Bastard finds his lucky armor. Gives Proficiency and one less armor check penalty in chosen armor. This ability comes with a burden, a Lucky Bastard who uses a armor other than his lucky armor (excluding wearing no armor) loose all of their luck rerolls for twenty-four hours.

Lucky Skill: At 2nd level a Lucky Bastard notices his luck when using his skills. Gives the ability to spend two luck rerolls when using a skill check. The Lucky Bastard can then add 1d20 to his skill check. At 9th level a Lucky Bastard has become even better at using skills, he may now adds 2d20 to his skill check.

Lucky Ability: At 4th level a Lucky Bastard gains the ability to add 1d6 to an ability for 1 minute by expending 2 luck rerolls.

Generally Lucky: At 2nd. level a Lucky Bastard starts to get even luckier. She gains bonus luck re-rolls equal to [(Wisdom score - 10) X 1.5](rounded down). For example if John the lucky bastard had a Wisdome of 13 he would have 4 luck re-roles each day. When john becomes fourth level and increases his wisdom to 14 he will have 6 luck re-roles.

Heroic Destiny: At 3rd level a Lucky Bastard automatically gets the Heroic Destiny feat. This allows that once per day, if you roll a natural 1 on a saving throw, you may reroll the save.

Easy Luck: At 3rd Level a Lucky Bastard can twice a day spend a luck reroll and instead simply flip the d20 on a skill check that was not a Nat 1. For example: if they roll a 2, flip the d20 to 19; if the roll a 6, flip it to a 15 and so on.

Fearless Destiny: At 6th level once per day, any effect that would reduce you to -10 hit points or fewer instead reduces you to -9 hit points and leaves you in a stable condition. Effects that kill you without reducing you to -10 hit points (such as death effects or disintegrate) function normally.


(I am not the creator of this class, these 3 perks [Heroic Destiny, Fearless Destiny, and Easy Luck] did not have descriptions. If they are too unballanced, feel free to balance them or not use them)

Extra Lucky: At 6th level a Lucky Bastard has become lucky enough to rub some off on his allies. A Lucky Bastard gains the ability to influence the roll of your allies attack rolls. To do so a Lucky Bastard must expend two luck rerolls as an immediate action and may then add 1d10 to their ally's attack roll.

Karma: At 7th level a Lucky Bastard has learned how to integrate his luck into battle. If good, a Lucky Bastard can redirect an attack against an ally to himself once at a day at 7th and twice at 15th level. If evil a Lucky Bastard can redirect an attack directed at himself to an ally instead. If neutral, a he can redirect the attacks how he sees fit.

Lucky Wealth: Wealth is a common come by when you are lucky. A Lucky Bastard at 8th level gains the ability to spend three luck rerolls have the DM reroll treasure found.

Ingrained Luck: At 10th level a Lucky Bastard has become so lucky in certain ways that he can more easily respond to those situations. A Lucky Bastard chooses a luck skill he already knows that costs two or more luck rerolls and may now use that skill for one less luck reroll.

Cheat Luck: At 11th level a Lucky Bastard has become too lucky and has learned how to leech luck from the future. He can once every other day, if a Lucky Bastard runs out of luck rerolls he can steal tomorrows rerolls but will only receive 1/2 of them, and not receive any new ones tomorrow.

Lucky Offense: At 12th level a Lucky Bastard has further integrated his luck into battle. He gains the ability to expend two luck rerolls to deal double damage for their attack as a free action.

Lucky Defense: At 14th level a Lucky Bastard has learned how to use his/her luck to protect himself in battle. He gains the ability to ignore 1d10 + 1/(3 Lucky Bastard levels after 14th) damage as an immediate action.

Magical Luck: At 16th level a Lucky Bastard has gained insight into magic and has devised a way to deflect magic with their luck. He gains the ability to expend three luck rerolls for Spell Resistance equal to their Lucky Bastard level as an free action, which lasts until their next round.

Lucky Resistance: At 18th level a Lucky Bastard has uses their knowledge of magic to protect themselves versus energy types. He gains energy resistance 10 vs random (roll 1d10 each time you would require energy resistance See Table C1).

Table C1: Lucky Resistance
1d10 Result
1-2 Fire.
3-4 Sonic.
5-6 Cold.
7-8 Acid.
9-10 Electricity.

Ex-Lucky Bastards

A Lucky Bastard who stops using his/her lucky weapon/armor or changes alignment looses all luck rerolls until they regain their weapon/armor or change their alignment back. Once reverting luck rerolls will be regained in 24 hours.

Epic Lucky Bastard

Table: The Epic Lucky Bastard

Hit Die: d8

Level Special
21st Lucky Skill(3)
22nd Karma(3)
23rd
24th Bonus Feat
25th
26th
27th
28th Bonus Feat
29th
30th Karma(4), Lucky Skill(4), Ingrained Luck(3)

4 + Int modifier skill points per level.


Bonus Feats: The epic Lucky Bastard gains a bonus feat (selected from the list of epic Lucky Bastard bonus feats) every 4 levels after 20th.

Epic Lucky Bastard Bonus Feat List: Blinding Speed, Dire Charge, Epic Dodge, Epic Reputation, Fast Healing.

Half-Elf Lucky Bastard Starting Package

The Half-Elf Lucky Bastard shows us that even a Half-Elf has some use. Progression into later levels should be more Lucky Bastard, but could consist of Bard, Ranger, or even Warmage.

Weapons: Scythe.

Skill Selection: Pick a number of skills equal to 4 + Int modifier A Lucky Bastard has more skills than he/she can possibly obtain; pick and choose.

Skill Ranks Ability Armor
Check
Penalty
Disable Device 2 Int
Knowledge Local 2 Int
Sleight of Hand 2 Int -1
Tumble 2 Int -1
Use Magic Device 2 Int


Feat: Dodge.

Gear: Chain Shirt, Backpack, Bedroll, Rations(x2), Waterskin.

Gold: 1gp.

Campaign Information

Playing a Lucky Bastard

Religion: Lucky Bastards tend to worship Gods of chance and luck, but are not devoted to any one god in particular. Some Lucky Bastards worship the Deity of their youth regardless if it is a God of luck or not.

Other Classes: Lucky Bastards tend to get along well with anyone they choose to. Most readily they are friends with Bard, Rogues and other combat classes. They have a faint understanding of magic and so will occasionally befriend a mage.

Combat: Lucky Bastards either excel at ranged combat or close combat. Most tend to fight in close combat where they can use their luck to help their allies.

Advancement: Lucky Bastards can multiclass well into Babarian, Bard, or Rogue very easily as they will add into the Lucky Bastard's personality and their abilities are readily complimented by the Lucky Bastard's luck. Some Lucky Bastards multiclass into Ranger or Druid, both of which are fine choices as they are still combat oriented classes. Few to nil Lucky Bastards are spell casters, although a spell caster can be lucky, luck does not integrate as well into the lives of spell casters. The exception to this being Lucky Bastard Clerics, for they are most powerful both in combat and as spell casters.

Lucky Bastards in the World

They never even imagine what is about to happen.
—Rild the Sly, Half Elf Lucky Bastard

Lucky Bastards are few and far between, most who are Lucky Bastards may not even know it. Those that do, do not wish to call attention to themselves. But the few who are heard of in stories are great adventurers who are ready for anything. They can preform nearly any task assigned and excel at most. Primarily though, Lucky Bastards have undiscovered powers and most likely will not learn of their powers, for they either use the incorrect armor and weapon or they have no notable use for their luck.

Daily Life: Like any fighter or ranger, a Lucky Bastard may pray for his fortune or just head off to the local tavern to toss the dice. Few Lucky Bastards have a real profession, they tend to live life on the edge.

Notables: Rild the Sly, a Half Elf, he has used his luck to push things beyond the limit. He's known for killing a single troll and returning with a wagon full of treasure, breaking into and killing a noble, and convincing a town to let him be mayor the day he walked in. Rild's stories and stories about Rild are wild and most disbelieve them.

Organizations: None, Lucky Bastards prefer to either be the center of attention or to stay away from attention.

NPC Reactions: Until they start to show off, NPCs act normally (unless said NPC is racist or sympathetic). NPCs can become either fascinated or angered by a Lucky Bastard's innate luck. It all depends on how the luck is used and the NPC's personality.

Lucky Bastard Lore

Characters with ranks in can research to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

DC Result
5 .
10 .
15 .
20 .

Lucky Bastards in the Game

Adaptation: .

Sample Encounter: .

EL : .


Template:DnD Base Classes Breadcrumb