Lucky One (5e Subclass)

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Lucky One[edit]

Sorcerer Subclass

Some sorcerers are born with magic out of chance, and some sorcerers have chance as their form of magic. Lucky ones are sorcerers who have magic that is based around chance. They gamble with their magic, using the natural randomness of the weave to their advantage- or disadvantage, depending on their luck on that day. They can create powerful effects, boost their teammates, and even cheat death itself, if the odds are in their favor, and the odds are almost always in their favor.

Odds Changer

You learn how to change the odds around you, making people become luckier or unluckier. You gain a pool of d6's equal to half of your Sorcerer level (rounded up). Whenever you finish a long rest, roll all of these d6's. If you roll an odd number, you can use a reaction to expend that d6 to cause a creature you can see within 30 feet of you to take a penalty to a saving throw, ability check, or attack roll equal to the number rolled. If you roll an even number, you can use a reaction to expend that d6 to cause a creature you can see within 30 feet of you to take a bonus to a saving throw, ability check, or attack roll equal to the number rolled. You regain all expended d6's once you finish a long rest.

Magical Gambler

You can call upon the randomness of the weave to get a chance to boost your magic to beyond your normal limits, with a slight risk of failure. When you cast a spell, you can choose to make a DC 12 Charisma check. If you succeed on the check, the spell acts as if it was cast with a spell slot of 1 level higher. If you fail the check, it acts as if it were cast with a spell slot 1 slot lower, meaning that if you normally would increase something by a certain amount you decrease it by that amount instead. You can use this feature a number of times equal to your Charisma modifier+1 (minimum of 1), and you regain all uses of this feature after you finish a long rest.

Lucky Soul

At 6th level, whenever you fail a saving throw, ability check, skill check, or attack roll, you can use your reaction to reroll the dice, potentially causing you to succeed. Once you use this feature, you can't use it again until you finish a short or long rest.

Death Cheater

At 14th level, you can gamble with magic beyond life or death. When you roll a death saving throw, you can choose to do so with disadvantage. If you roll a natural 20 you treat it as a normal success instead of a critical success, if you roll a natural 1 it instead counts as a normal failure instead of two. If you succeed, you treat the death saving throw as a natural 20, no matter what you roll, but if you fail you treat it as a natural 1. Once you use this feature, you can't use it again until you finish a long rest.

Fate Master

At 18th level, you can no longer just influence chances, you can make them. When a creature you can see within 30 feet of you makes a saving throw, ability check, or attack roll, you can cause them to either fail or succeed. If you cause them to succeed, then they pass the roll, no matter what they rolled. If you cause them to fail, they must make a Wisdom saving throw against your spell save DC, or they can choose to fail. If they succeed, nothing happens. If they fail, their roll fails, no matter what they roll. You can use this feature a number of times equal to your Charisma modifier (minimum of 1), and you regain all uses of this feature after a long rest.

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