Lucksoul Class

by Zacharr

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The Lucksoul

Lucksoul

"Luck is a horse to ride like any other."

― Matrim Cauthon, Lord of Luck

  Hastily, the man ties a scarf around his eyes and draws one of his knives from his sleeve. The loudest sound is that of the watchers breathing. Not drunk? I’m jucier than a fiddler’s whelp. And yet, he suddenly feels his luck, feels that surge the way he does when he knows which spots would show before the dice stop tumbling. It seems to clear his head a little. “Throw it,” he murmurs calmly. In the stillness, the thunk of steel stabbing wood is as loud as the clatter of the target on the pavement.

  An elf sits in her prison cell, waiting for her chance. Her guard falls asleep eventually, and she begins to weave. She aligns the strands of fate, and suddenly, luck is with her -- the guard was careless, and the keys are within reach. The elf unlocks the door and, weaving fate to ensure she meets no one else, walks calmly out into the night.

  When the halfling opens his eyes, he wonders if he has; for it is just as dark as with them shut. Very slowly he gets up and gropes about on all fours, till luck guides him to the wall of the tunnel. He guesses as well as he can, and crawls along for a good way, until suddenly his hand meets what feels like a tiny ring of cold metal lying on the floor. It was a turning point in his career, but he did not know it. He put the ring in his pocket almost without thinking, luck guiding his hand.

  Some people are born lucky, others unlucky. Lucksoul are born much more than lucky. Lucksouls rely on their innate luck, sometimes manipulating it actively and other times simply letting fate play out in their favor. Regradless, what unites all Lucksouls is that the multiverse, somehow, seems to have their best interests in mind.

Touched by Fate

All Lucksouls are touched by fate. The very fabric of the multiverse conspires in their interests, and this, ironically, doesn't happen at random. The Lucksoul is meant to do something, meant to be something.
    Some Lucksouls know nothing of this, as what they are meant to do is small and innocuous. A woman born to invent something new may luck out on all of her ventures. An orc meant to unite the tribes may be lucky in combat. But other Lucksouls are meant for grand adventures, and their luck manifests itself in large ways every day.

Lucky Explorations

Much of a Lucksouls life is defined by exploring just how far their luck will take them. Some Lucksouls merely perform better at games of chance. Others can wade through a hail of arrows without a scratch. Some people test their luck carefully, while others simply trust in their luck with no regard for consequences. Regardless, the more that a Lucksoul uses their luck the stronger it will tend to grow. And of course, every Lucksoul knows that at some point their luck will run out and -- if they aren't careful -- they'll be left blindsided and speechless.

The Lucksoul
Level Proficiency Bonus Fortune Die Luck Points Features
1st +2 1 Fateful Feeling, Lucky
2nd +2 1d4 2 Fortune's Favor
3rd +2 1d4 3 Lucksoul's Talent
4th +2 1d4 4 Ability Score Improvement
5th +3 1d6 5 Extra Attack
6th +3 1d6 6 Ability Score Improvement
7th +3 1d6 7 Lucksoul's Talent Feature
8th +3 1d6 8 Ability Score Improvement
9th +4 1d6 9 Your Lucky Stars
10th +4 1d6 10 Lucksoul's Talent Feature
11th +4 1d8 11 Fortune's Favor
12th +4 1d8 12 Ability Score Improvement
13th +5 1d8 13 Fateful Feeling
14th +5 1d8 14 Improved Critical
15th +5 1d8 15 Lucksoul's Talent Feature
16th +5 1d8 16 Ability Score Improvement
17th +6 1d10 17 Second Chance
18th +6 1d10 18 Blind Luck
19th +6 1d10 19 Ability Score Improvement
20th +6 1d12 20 Felix Felicis

Talents

One thing that spearates Lucksouls is their talent, or the specific areas that their luck tends to affect. While all Lucksouls see their luck affect their daily lives, some find that they have a talent for a specific line of work. Lucksouls with a talent for ferreting out information and finding people (or things) tend to become bounty hunters. Those whose talents align more in the arcane direction tend to find that manipulating luck is easier for them, and call themselves Luckweavers. And of course, there are those who make a living off the purist form of luck: gambling. All of these and more may be the talents of a Lucksoul.

Creating a Lucksoul

When creating a Lucksoul, here are some important questions to think about: where there any formative events that made you realize you were far luckier than ordinary folk? Do you know about your luck and actively make use of it, or do you mostly take it for granted? How did people in your home view your luck?
    These questions can help you flesh out your Lucksoul, but the most important question has to do with why you adventure. You should roll on the table below to decide your character's Fated Goal, or choose one that appeals to you. Alternatively, talk to your DM about creating a custom fated goal for your campaign.

Keep in mind that your choice of fated goal will alter your 6th level class feature "Your Lucky Stars" by deciding what additional skill you receive (and gain expertise in). All of the options are balanced, but some may better fit your character's goals and motivations. Whatever the reason, rest assured that your choice of fated goal is your own and will not affect your viability in combat.

Fated Goals Roll Table

d10 You are fated to...
1 ...defeat an great evil.
2 ...protect a vital artifact.
3 ...guide a conflicted being.
4 ...design a brilliant invention.
5 ...prevent an impending disaster.
6 ...make an amazing discovery.
7 ...create a lasting piece of art.
8 ...overthrow a corrupt system.
9 ...start a new religion.
10 ...train a fledgling hero.

It is important to remember that while you and the DM should know your character's fated goal, your character may not know their fated goal. And of course, as mentioned before, everyone's luck runs out eventually. Even a character with a fated goal can die, and fail to accomplish the goal.

Quick Build

You can make a Lucksoul quickly by following these suggestions. First, make Dexterity your highest ability score, followed by your Charisma. Second, choose the charlatan background.

Class Features

Hit Points


  • Hit Dice: 1d8 per lucksoul level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per lucksoul level after 1st





































Proficiencies


  • Armor: None
  • Weapons: Improvised weapons, Simple Weapons, hand crossbows, rapiers, shortswords, and whips
  • Tools: One gaming set

  • Saving Throws: Charisma, Dexterity
  • Skills: Choose two from Acrobatics, Deception, Perception, Persuasion, Stealth, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a quarterstaff, (b) a rapier, or (c) a whip
  • (a) two daggers or (b) two handaxes
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • A lucky trinket, and a gaming set you are proficient with.

Fateful Feeling

Starting at 1st level, you learn how to listen to your gut when it's trying to tell you something.

You have a +2 bonus to your passive skill scores. This bonus increase to +5 at 13th level.

Lucky

You have inexplicable luck that seems to kick in at just the right moment.

Your luck is represented by a number of luck points. Your Lucksoul level determines the number of points you have, as shown in the Luck Points column of the Lucksoul table.

Whenever you make an attack roll, an ability check, or a saving throw, you can spend 1 luck point reroll one of the dice. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of these d20s is used for the attack roll, ability check, or saving throw.

You can also spend 1 luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker’s roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.

You regain your expended luck points when you finish a long rest.

Fortune's Favor

Beginning at 2nd level, fortune smiles upon you, enhancing your life in many new ways. You gain two of the following Fortune's Favors of your choice. You gain another favor at 11th level.

If a favor requires you to roll a Fortune Die, this die is determined by your Lucksoul level as shown in the Fortune Die column of the Lucksoul table.

If a favor requires a target to make a saving throw to resist the favor's effects, the saving throw is calculated as follows:

Fortune save DC = 8 + your proficiency bonus + your Charisma modifier

Beginner's Luck

Being a beginner at something seems to make you win more often, rather than less.

When you make an ability check in a skill you are not proficient in, you can spend 1 luck point to roll a Fortune Die and add the number rolled to the ability check.

Dumb Luck

You can often simply avoid ill effects and bad situations.

As a reaction, when you fail a saving throw or contested ability check, you can spend 2 luck points to succeed instead.

Leap of Faith

You have little fear of jumping from high places, having faith that there will always be something to break your fall.

As a reaction, when you fall, you can spend 1 luck point to roll an amount of Fortune Dice equal to half your Lucksoul level and reduce any falling damage you would take by the result. If you would take no falling damage, you also do not land prone.

Lucky Guess

Often, you can simply guess the answer to a particular problem.

As a reaction, when you make an ability check involving intelligence or wisdom, you can spend one luck point to roll a Fortune Die and add the number rolled to the ability check.

No Ghost of a Chance

While others think they might succeed, you know their chances are rather slim.

As a reaction, when another creature makes a saving throw, you can spend 2 luck points to force that creature to reroll the saving throw.

Rotten Luck

Those who work against you often find their own endeavors turned sour.

As a reaction, when a creature hostile towards you takes an action, you can spend 2 luck points to have that creature make a Charisma saving throw. If the creature fails, it spends its action doing nothing instead.

Fortunate Strike

You seem to get lucky when striking at your enemies, hurting them in unexpected ways.

As a reaction, when you hit a creature with an attack, you can spend one luck point to roll 2 Fortune Dice and add the result plus your Charisma modifier to the damage dealt. The damage type of the additional damage is determined by rolling on the following table:

d8 Damage Type
1 Acid
2 Cold
3 Fire
4 Force
5 Lightning
6 Poison
7 Psychic
8 Thunder

Tough Luck

Blows you take often aren't as serious as you might expect.

As a reaction, when you are hit by an attack, you can spend one luck point to roll a Fortune Die and reduce the damage of the attack by the number rolled plus your Lucksoul level.

Fortune's Shield

Additionally at 2nd level, you find that you always seem to be in just the right place, at just the right time, to avoid being hit.

When you roll initiative, you can use your reaction to roll a Fortune Die and add the number rolled to your AC for the next minute.

Lucksoul's Talent

When you reach 3rd level, you develop a talent for using your luck in one of the following ways: Bounty Hunter's Talent, Gambler's Talent, Longshot's Talent, or Luckweaver's Talent, all of which are detailed at the end of the class description.

Your choice grants you features at 3rd level, and again at 7th, 10th, and 15th level.

Ability Score Improvement

When you reach 4th level, and again at 6th, 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you cannot increase an ability score above 20 using this feature.

Variant: Feats

If If your campaign uses the optional feat rules from chapter 6 of the Players Hand Book, then keep in mind that the Lucky feat is unavailable to you, as it is already granted as a class feature at 1st level.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Your Lucky Stars

At 9th level, luck begins to help you with your fated goal.

You gain proficiency in a skill (if you do not already have proficiency in that skill) determined by your Fated Goal, as shown in the table below. Then, you gain expertise with that skill, which means that your proficiency bonus is doubled for any ability check you make with it.

Fateful Goal Skill
1 Athletics
2 Arcana
3 Insight
4 Investigation
5 Medicine
6 Perception
7 Performance
8 Persuasion
9 Religion
10 Survival

Variant: Custom Fateful Goal
If you and your DM decided to choose a custom Fateful Goal rather than one of the general ones from the table, then your DM should choose a skill that is appropriate to your Fated Goal. To be an appropriate skill, the skill should either (a) help you complete your Fated Goal and/or (b) be thematically tied to your Fated Goal.

Improved Critical

Starting at 14th level, your attacks score a critical hit on a roll of 19-20.

Second Chance

Starting at 17th level, your luck grants you a second chance to avoid the most dire outcomes.

When you roll a 1 on an attack roll, ability check, saving throw, or Fortune Die, you can reroll the die and must use the new roll.

Blind Luck

At 18th level, you learn to let luck guide you in combat.

When you attack a creature you can't see, your inability to see it does not impose disadvantage on your attack rolls against it. Additionally, you can target a creature with a spell even if you can't see it, as long as it is within 30 feet of you.

Felix Felicis

At 20th level, you find there are some moments where the luck flows so strong that you feel an exhilarating sense of infinite opportunity, as though you can accomplish anything.

As an action on your turn, you enter a state of infinite luck. For the next minute, you find that all of your endeavors succeed. All of your attacks hit, and you succeed on all saving throws and ability checks. Beyond that, your success is at your DM's discretion.

Once you use this feature, roll a Fortune Die. You cannot use it again for an amount of days equal to the number rolled.

Successful Endeavors:
As mentioned, aside from attack rolls, ability checks, and saving throws, your DM has complete discretion to decide what you can succeed at while in this state. Perhaps you also avoid all attacks, or perhaps you know instantly where to go to get information you need. Regardless though, some things should still be impossible.

Consider this before you begin jumping off of cliffs assuming you can fly, and talk to your DM if there is something you think you should be able to succeed at, but which does not fall under the basics of this feature.

Lucksoul Talents

A Lucksoul always has some sort of innate talent. A talent will likely define a Lucksoul's life as much as their luck does, because their talent will shape the unique ways in which they interact with the world compared to other Lucksouls.

Three talents are available here: The Bounty Hunter's Talent, the Gambler's Talent, and the Luckweaver's Talent. The talents and their corresponding features are detailed below.

____ ____
Lucksoul Pursuits
Name Theme Combat Role
Bounty Hunter Lucky Hunter Tank: Features to increase survivability, AC, and features to improve melee combat
Convoker Accidental Summoning Summoner: Summoned Companion; additional features to allow summoning
Gambler Double Down on Luck Damage (Melee, Single-Target): Features to increase damage and improve mobility.
Longshot Lucky at Range Damage (Ranged, Single-target): Features to increase ranged damage and accuracy.
Luckweaver Luck as Magic Support/Control: Spellcasting; spells and features to help allies and hinder opponents.
Subclass Structure

All subclasses follow a stable subclass structure, as follows:

At 3rd level, they gain the primary subclass feature, which scales at 7th and 10th levels.

At 3rd level, the also gain either bonus proficiencies or another (primarily) out of combat modification.

At 7th level, they gain a fairly minor ability that (while it is useful in combat) is not a game changer.

At 10th level, they gain a fairly powerful ability helps define the subclass in later levels.

Finally, 15th level, they get a powerful ability to help them in the upcoming godlike tier of play.

Bounty Hunter's Talent

"I may lead you wrong now and then, but in the end, you can be sure that I’m always a safe bet."

― Matrim Cauthon, The Red Hand

The talents of a Bounty Hunter lie in persistence and survival, in catching their quarry no matter where it runs. Bounty Hunters recognize that while skill may take you far, and luck may take you farther, it is the combination of both that makes someone truly unstoppable.

Lucksoul Level Feature
3rd Bonus Proficiencies, Inescapable Hunter
7th Lucky Step
10th Wanted Alive
15th Wanted Dead

Bonus Proficiencies

When you choose this talent at 3rd level, you gain proficiency in Light Armor.

Additionally, you gain proficiency in one of the following skills of your choice: Insight, Intimidation, or Investigation.

Inescapable Hunter

Starting at 3rd level, luck draws you towards your bounties to ensure they cannot escape you.

You can cast hunter's mark at will as a 1st level spell, without expending a spell slot and without providing verbal components.

At 7th level, your hunter's mark is cast as a 3rd level spell and the extra damage it deals is 2d6, and at 10th level your hunter's mark is cast as a 5th level spell and the extra damage it deals is 3d6

Lucky Step

Starting at 7th level, luck guides you while tracking your quarry.

While moving towards the target of your Hunter's Mark, your movement speed increases by 10ft and you are unhindered by difficult terrain.

Wanted Alive

Starting at 10th level, when you intend to take a target alive, fate seems to oblige.

When a hostile creature within your reach takes damage, you can use your reaction to attempt to knock that creature unconscious. That creature makes a Constitution saving throw against your Fortune save DC. Any creature with hit points less than your Lucksoul level automatically fails the save. On a failed save, the creature falls unconscious.

Wanted Dead

Starting at 15th level, when you intend to kill a target, fate seems to oblige.

When a hostile creature within your reach takes damage, you can use your reaction to make an attack against that creature. On a hit, the attack scores a critical hit.


















Convoker's Talent

"Summoning is like balancing on a rooftree while screaming an epic poem in a foreign language at the top of your lungs."

— Kethryveris of House Pheregrul, Allegedly

The talents of a Convoker lie in getting help at all the right moments. Most Convoker's began summoning completely by accident, summoning a minor fiend or fey, or something else entirely, that would become their companion. Convoker's recognize that help from others is a powerful tool, and that luck will get them the best help there is.

Lucksoul Level Feature
3rd Convoker's Companion, Extra Langauge
7th What a Coincidence
10th A Little Help Here
15th Deus Ex Machina
Summoned Ally Table
Summoned Ally Find Familiar
Form
Extra Language Damage Resistance
Aberration Eyeless Watcher Deep Speech Psychic
Celestial Cherub Celestial Radiant
Demon Quasit Infernal Cold
Devil Imp Abyssal Fire
Dragon Platinum Pseudodragon Draconic Poison
Elemental Formling Primordial Lighting
Fey Sprite Chief Sylvan Force

Convoker's Companion

When you choose this Talent at 3rd level, choose a summoned ally: aberrations, celestials, demons, devils, dragons, elementals, or fey. You learn the find familiar spell and can cast it as a ritual, with your familiar taking the form associated with your summoned ally, as shown in the Summoned Ally Table above.

Additionally, when you take the attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own. Your familiar's attacks or attacks made against your familiar can be the target of your Lucky feature.

For each level you gain after 3rd, your familiar has an additional hit die when summoned, and increases its hit points accordingly. At 7th your familiar takes an Ability Score Increase when summoned, and at 10th level your familiar takes 2 Ability Score Increases when summoned.

Extra Language

Additionally at 3rd level, you learn the language associated with your summoned ally.

What a Coincidence

When you reach 7th level, you gain resistance to the damage resistance associated with your summoned ally.

A Little Help Here

When you reach 10th level, help seems to arrive right when you want it to.

As an action, you can summon creatures of the same type as your summoned ally that appear in an unoccupied space that you can see within 60 feet and remain for 1 hour. Choose one of the following options for what appears:

  • One creature of challenge rating 6 or lower.
  • Two creatures of challenge rating 3 or lower.
  • Six creatures of challenge rating 1 or lower.

Roll initiative for the summoned creatures as a group. They obey any verbal commands issued by you, as long as the command is not directly harmful to it. If you don’t issue any commands to the creatures, they defends themselves from hostile creatures but otherwise takes no actions.

A creature summoned this way disappears when it is reduced to 0 hit points, and all summoned creatures disappear when you lose concentration (as if concentrating on a spell).

Once you use this feature, you can't use it again until you finish a long rest.

Dues Ex Machina

Beginning at 15th level, you have a small chance of being noticed by a greater ally when you need them.

As a bonus action, roll a percentile die and describe the help you're hoping for. If you roll a number equal to or lower than your Lucksoul level, a powerful being comes to your aid. What being comes to your aid is up to your DM, though (for example) an Elder God, powerful Celestial, Demon Lord, Devil Prince, Ancient Dragon, powerful Elemental, or Archfey might be appropriate. The nature of the aid they provide will depend on their alignment.

If a being comes to your aid this way, you can't use this feature again for another 7 days. Otherwise, you can use it again after you finish a long rest.

Gambler's Talent

"'Never kiss a girl whose brothers have knife scars' and 'never gamble without knowing a back way out.'"

― Matrim Cauthon's Rules to Remember

The talents of a Gambler lie in making the right calls and taking the right risks, in beating the odds every time. Gamblers recognize that while merely having luck can take you far, learning to listen to your gut, your instincts, and your luck is how you make the impossible -- possible.
Lucksoul Level Feature
3rd Bonus Proficiencies, Gambler's Strike
7th Know When to Fold
10th Gambler's Intuition
15th All In

Bonus Proficiencies

When you choose this talent at 3rd level, you gain proficiency in all gaming sets.

Additionally, you gain proficiency in one of the following skills of your choice: Insight, Performance, or Sleight of Hand.

Gambler's Strike

Starting at 3rd level, before you make an attack with a weapon that you are proficient with, you can choose to take a -3 penalty to the attack roll. If the attack hits, you add +3 to the attack's damage.

The attack penalty you take increases to -5 at 7th level and -8 at 10th level, and the damage increases to +5 at 7th level and +8 at 10th level.

Know When to Fold

Starting at 7th level, you know how to judge when your luck's run out, and can get out of a situation quickly.

You can use your Bonus Action to take the Dash, Disengage, or Hide action.

Gambler's Intuition

Starting at 10th level, you learn how to intuitively guess at the traits of your opponents.

You can use your Bonus Action to study a creature. When you do so, you learn one of the creature's traits. The trait you learn is determined by rolling on the following table:

d8 Trait
1 Armor Class
2 Damage Immunities
3 Damage Resistances
4 Damage Vulnerabilities
5 Highest Ability Score
6 Hit Points Remaining
7 Lowest Ability Score
8 Saving Throw Proficiencies

All In

Starting at 15th level, you learn how to put everything you have into an attack.

You can use a Bonus Action to go all in. For the next minute, when you roll an attack roll, guess odd or even. If you guess correctly, your attack scores a critical hit. If you guess incorrectly, your attack misses.

Once you use this feature, you can't use it again until you finish a long rest.

Longshot's Talent

“Don't you worry, lads, I told you this is my lucky arrow. First-class arrow, this arrow, had it since I was a lad, you'd be amazed at the things I shot at with this.”

― Fred Colon, Sergeant

The Longshot's talent is that of making impossible shots. Those million-to-one chances, the last desperate attempts, are where a Longshot shines. Longshots recognize that you'll miss every shot your don't make, and luck can help where aim is lacking.

Lucksoul Level Feature
3rd Bonus Proficiencies, Lucky Arrow
7th Bottomless Quiver
10th Lucky Shot
15th Fateful Flight

Bonus Proficiencies

When you choose this talent at 3rd level, you gain proficiency with martial ranged weapons.

Additionally, you gain proficiency in one of the following skills of your choice: Perception, Survival, or Sleight of Hand.

Lucky Arrow / Bolt

Starting at 3rd level, you designate one of your arrows or crossbow bolts as your Lucky Arrow / Bolt.

Attacks made with your Lucky Arrow / Bolt. are magical, even if the weapon and ammunition used are nonmagical, and the attack bonus is increased by +1. Additionally, your Lucky Arrow / Bolt cannot be damaged by nonmagical means and, when you spend 1 minute searching a battlefield at the end of battle, you recover your Lucky Arrow / Bolt without fail.

The attack bonus you add increases to +3 at 7th level, and again to +5 at 10th level.

Bottomless Quiver

Starting at 7th level, you always seem to find just one more arrow or quarrel stashed away somewhere.

When you roll initiative and have no pieces of ammunition left (not counting your Lucky Arrow / Bolt), you gain 1 piece of ammunition. This piece can either be either an arrow or crossbow bolt, and is nonmagical.

Lucky shot

Starting at 10th level, you can land shots under at great distances under impossible circumstances, always hitting your target right where it hurts.

Your ranged weapon attacks ignore half cover and three-quarters cover, and the range of your ranged weapons is doubled. Additionally, you deal an extra 1d6 damage to the target whenever you hit with a ranged weapon attack.

Fateful Flight

Starting at 15th level, your shots seem to be corrected by fate when they miss.

Whenever you miss a target with a ranged weapon attack, you can make a ranged weapon attack against another target within 10 feet of the first target (once per target). This attack does not require a new piece of ammunition, and ignores the loading property.

Luckweaver's Talent

"Courage to strengthen, fire to blind, music to dazzle, iron to bind . . . and Matrim Cauthon to bloody even the odds."

― Matrim Cauthon, Ta'veren

The talents of a Luckweaver lie in the pure manipulation of luck itself. Luckweavers have not only luck in their ordinary lives, but the extraordinary ability to manipulate their luck through magic. Luckweavers recognize that there's no limit to how lucky you might be, if only you have the will to take Fate by the reins.

Lucksoul Level Feature
3rd Spellcasting, Hand of Fate
7th Slippery Serendipity
10th Lucky Charm
15th Signature Spell

Spellcasting

When you reach 3rd level, you gain the ability to cast spells. See chapter 10 of the Player's Hand Book for the general rules of spellcasting, and Appendix A of this resource for the Lucksoul spell list.

Cantrips. You learn three cantrips: Guidance and two others of your choice from the Lucksoul spell list. You learn an additional Lucksoul cantrip of your choice at 10th level.

Spell Slots. The Luckweaver Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.

Spells Known of 1st Level and Higher You know three 1st-level Lucksoul spells of your choice. The Spells Known column of the Luckweaver Spellcasting table shows when you learn more Lucksoul spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

Whenever you gain a level in this class, you can replace one of the Lucksoul spells you know with another spell of your choice from the Lucksoul spell list. The new spell must be of a level for which you have spell slots.

   Spellcasting Ability. Charisma is your spellcasting ability for your Lucksoul spells, since your spells come to you innately and are powered by your force of will. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Lucksoul spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus +
your Charisma modifier

Spell attack modifier = your proficiency bonus +
your Charisma modifier

   Spellcasting Focus. Your lucky trinket becomes an arcane focus, and you can use an arcane focus as a spellcasting focus for your Lucksoul spells.


Luckweaver Spellcasting
Lucksoul Level Cantrips Known Spells Known
—Spell Slots per Spell Level—
   1st      2nd      3rd      4th
3rd 3 3 2       —         —      —
4th 3 4 3       —         —      —
5th 3 4 3       —         —      —
6th 3 4 3       —         —      —
7th 3 5 4       2         —      —
8th 3 6 4       2         —      —
9th 3 6 4       2         —      —
10th 4 7 4       3         —      —
11th 4 8 4       3         —      —
12th 4 8 4       3         —      —
13th 4 9 4       3         2      —
14th 4 10 4       3         2      —
15th 4 10 4       3         2      —
16th 4 11 4       3         3      —
17th 4 11 4       3         3      —
18th 4 11 4       3         3      —
19th 4 12 4       3         3      1
20th 4 13 4       3         3      1

Hand of Fate

Starting at 3rd level, you and those around you are guided in lucky ways. When you cast guidance, it changes in the following ways:

  • It's range is increased to 30 feet.
  • You can cast it without somatic components.
  • You can cast it on an unwilling creature. If the creature is unwilling, it must succeed on a Charisma saving throw or roll a d4 and subtract the number rolled from the attack roll or saving throw. On a successful save, the target becomes immune to the effects of guidance for the next 10 minutes.

Slippery Serendipity

Starting at 7th level, magic that seeks to weaken you or alter your mental state seems to slide right off, passing you by.

You have advantage against being blinded, deafened, charmed, frightened, paralyzed, petrified, poisoned, restrained, or stunned by magical effects.

Lucky Charm

Starting at 10th level, you find that your charms and spells often take on unpredictable qualities -- often to the detriment of your enemies.

When you cast a spell that causes your target to make a saving throw, roll on the following table. You may choose to have the target make the resulting saving throw instead of the original one.

d6 Saving Throw
1 Strength
2 Dexterity
3 Constitution
4 Intelligence
5 Wisdom
6 Charisma

Signature Spell

Starting at 15th level, one of your spells no longer requires effort to cast, becoming a part of your background luck.

When you gain this feature, choose a Lucksoul spell you know. You can expend a use of this feautre to cast that spell, without consuming a spell slot, and without providing verbal, somatic, or material components.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a Long Rest.

Appendix A: Lucksoul Spell List





Cantrips (O Level)

Blade Ward
Control Flames
Friends
Guidance
Gust
Lightning Lure
Resistance
Spare the Dying
Thaumaturgy
True Strike
Vicious Mockery

1st Level

Alarm
Animal Friendship
Bane
Bless
Chaos Bolt
Charm Person
Detect Evil and Good
Detect Magic
Detect Poison and Disease
Expeditious Retreat
Faerie Fire
Feather Fall
Hex
Jump
Longstrider
Speak with Animals

2nd Level

Arcane Lock
Augury
Calm Emotions
Detect Thoughts
Enhance Ability
Find Traps
Gust of Wind
Invisibility
Knock
Lesser Restoration
Locate Animals or Plants
Locate Object
Pass Without Trace
See Invisibility
Skywrite
Suggestion
Warding Wind
Zone of Truth

3rd Level

Beacon of Hope
Bestow Curse
Blink
Call Lightning
Counterspell
Dispel Magic
Haste
Nondetection
Remove Curse
Tongues
Wind Wall

4th Level

Charm Monster
Confusion
Death Ward
Divination
Freedom of Movement
Greater Invisibility
Locate Creature

A Note on Spell Flavor:

A Lucksoul can often make seemingly magical effects happen by mere happenstance. With the Luckweaver's Talent, they take it a step beyond that. A Luckweaver is actively weaving strands of Fate in one direction or another, in order to bring about absolutly unlikely results — which, of course, is nothing other than magic itself. As a DM or a player, you may wish to keep this in mind when describing the effects of the Luckweaver's magic.

For example, perhaps Control Flames causes the fire to dance or spread in unlikely way or perhaps Guidance is not something given by the Luckweaver verbally, so much as their target just seems to get lucky with their ability check after a kind word from the Luckweaver. Divination will almost certainly manifest itself as an innate, gut feeling, rather than contact with a deity. Gust of Wind might be a lucky gust, coming in at just the right moment, to knock an opponent off balance.

All of the spells on the Lucksoul spell list below can be re-flavored in this way, at the DM's or players desire.

Multi-classing Note:

A person is either born a Lucksoul, or they are not. There is no multi-classing into one, and there is no multi-classing into other classes from the Lucksoul.

This is partially for flavor reasons, and partially because the Lucky feat with Luck points is really hard to balance around another classes abilities, along with Fortune's Favors.

Appendix B: Convoker's Companions

The following statblocks detail the familiar options for the "Convoker's Companion" feature. I have purposefully omitted the lore of these creatures, to leave more room for you and your DM to work with. However, if you or your DM still desire a fundamental change in familiar, and CR 1 Tiny creature should do fine.

Aberration: The Eyeless Watcher


Eyeless Watcher

Tiny aberration, neutral


  • Armor Class 14 (natural armor)
  • Hit Points 14 (4d4 + 4)
  • Speed 5 ft., fly 30ft., swim 30 ft.

STR DEX CON INT WIS CHA
4 (-3) 17 (+3) 13 (+1) 16 (+3) 16 (+3) 10 (+0)

  • Skills Perception +8
  • Damage Resistances bludgeoning, piercing, slashing from nonmagical attacks
  • Condition Immunities blinded
  • Senses Blindsight 60 ft., passive Perception 18
  • Languages Deep Speech.
  • Challenge 1 (200 XP)

Amphibious. The eyeless watcher can breathe both air and water.

Dream Visitor. When the moon is full, the eyeless watcher can visit the dreams of a creature within 10 miles of it during a long rest. It can observe and speak with the dreamer in the dreamscape, but otherwise cannot interact.

Eerie Whispers. The eyeless watcher can take the Help action at a range of 10 feet.

Improved Magic Resistance The eyeless watcher has advantage on saving throws against spells and other magical effects, and resistance to damage from spells.

Actions

Disturbing Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 3) bludgeoning damage plus 8 (1d8 + 3) psychic damage and the creature must make a DC 11 Constitution saving throw or be incapacitated for 1 round.














Celestial: The Cherub


Cherub

Tiny celestial, lawful good


  • Armor Class 12
  • Hit Points 10 (3d4 + 3)
  • Speed 5 ft., fly 40 ft.

STR DEX CON INT WIS CHA
1 (-5) 17 (+3) 13 (+1) 16 (+3) 16 (+3) 14 (+2)

  • Skills Perception +5, Insight +5
  • Damage Resistances radiant; bludgeoning, peircing, and slashing from nonmagical weapons
  • Damage Immunities necrotic, poison
  • Condition Immunities charmed, frightened, poisoned
  • Senses darkvision 120 ft., passive Perception 15
  • Languages Celestial, Common
  • Challenge 1 (200 XP)

Innate Spellcasting. The cherub's spellcasting ability is Charisma (spell save DC 12). The cherub can innately cast the following spells, requiring only verbal components.
At will: detect good and evil
1/day: bless, bane

Angelic Insight. The cherub knows when it is told a lie by any creature.

Magic Resistance. The cherub has advantage on saving throws against spells and other magical effects.

Actions

Holy Song (1/day). The cherub begins to sing a holy song, provided it has not been damaged in the last round. This song has no effect against celestials or aasimar. All creatures within 30 feet of the cherub that can hear must make a DC 12 Wisdom saving throw or be charmed by the cherub for 1 minute. Damage ends this effect early.

Demon: The Quasit


Quasit

Tiny fiend (demon, shapechanger), Chaotic Evil


  • Armor Class 13
  • Hit Points 7 (3d4)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
5 (-3) 17 (+3) 10 (+0) 7 (-2) 10 (+0) 10 (+0)

  • Skills Stealth +5
  • Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 120 ft., passive Perception 10
  • Languages Abyssal, Common
  • Challenge 1 (200 XP)

Shapechanger. The quasit can use its action to polymorph into a beast form that resembles a bat (speed 10ft., fly 40 ft.), a centipede (40ft., climb 40 ft.), or a toad (40 ft., swim 40 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true for if it dies.

Magic Resistance. The quasit has advantage on saving throws against spells and other magical effects.

Actions

Claws (Bite in Beast Form). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 10 Constitution saving throw or take 5 (2d4) poison damage and become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Scare (1/day). One creature of the quasit's choice within 20 feet of it must succeed on a DC 10 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the quasit is within line of sight, ending the effect on itself on a success.

Invisibility. The quasit magically turns invisible until it attacks or uses Scare, or until its concentration ends (as if concentrating on a spell). Any equipment the quasit wears or carries is invisible with it.

Devil: The Imp


Imp

Tiny fiend (devil, shapechanger), Lawful Evil


  • Armor Class 13
  • Hit Points 10 (3d4 + 3)
  • Speed 20 ft., fly 40 ft.

STR DEX CON INT WIS CHA
6 (-2) 17 (+3) 13 (+1) 11 (+0) 12 (+1) 14 (+2)

  • Skills Deception +4, Insight +3, Persuasion +4, Stealth +5
  • Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
  • Damage Immunities fire, poison
  • Condition Immunities poisoned
  • Senses darkvision 120 ft., passive Perception 11
  • Languages Infernal, Common
  • Challenge 1 (200 XP)

Shapechanger. The imp can use its action to polymorph into a beast form that resembles a rat (speed 20ft.), a raven (20ft., fly 60 ft.), or a spider (20 ft., climb 20 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true for if it dies.

Devil's Sight. Magical darkness doesn't impede the imp's darkvision.

Magic Resistance. The imp has advantage on saving throws against spells and other magical effects.

Actions

Sting (Bite in Beast Form). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or take 10 (3d6) poison damage on a failed save, or half as much on a successful one.

Invisibility. The imp magically turns invisible until it attacks or uses Scare, or until its concentration ends (as if concentrating on a spell). Any equipment the quasit wears or carries is invisible with it.

Dragon: Platinum Pseudodragon


Platinum Pseudodragon

Tiny dragon, neutral good


  • Armor Class 14 (natural armor)
  • Hit Points 10 (3d4 + 3)
  • Speed 15 ft., fly 60 ft.

STR DEX CON INT WIS CHA
6 (-2) 17 (+3) 13 (+1) 12 (+1) 14 (+2) 10 (+0)

  • Skills Perception +4, Stealth +5
  • Damage Resistances fire; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities radiant, poison
  • Condition Immunities poisoned
  • Senses blindsight 60 ft., passive Perception 14
  • Languages Draconic; understands Common but can't speak it
  • Challenge 1 (200 XP)

Keen Senses. The platinum pseudodragon has advantage on Wisdom (perception) checks that rely on sight, hearing, or smell.

Magic Resistance. The platinum pseudodragon has advantage on saving throws against spells and other magical effects.

Limited Telepathy. The platinum pseudodragon can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 feet of it that can understand a language.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. If the saving throw fails by 5 or more, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to shake it awake.

Elemental: The Formling


Formling

Tiny elemental, chatoic neutral


  • Armor Class 12
  • Hit Points 7 (3d4)
  • Speed 0 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA
4 (-3) 14 (+2) 10 (+0) 4 (-3) 10 (+0) 7 (-2)

  • Condition Immunities exhaustion, grappled, paralyzed, petrified, restrained, unconscious
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Primordial (all dialects)
  • Challenge 1 (200 XP)

Change Form. The formling can use its action to change into one of the following elemental forms. Its statistics are the same in each form except for the changes noted. The form becomes its true form.

Air Form: In air form, the formling's AC becomes 14, it's dexterity becomes 18, it can enter a hostile creature's space and stop there, and it can move through a space as narrow as 1 inch wide without squeezing.

Earth Form: In earth form, the formling's AC becomes 15 (natural armor), it gains a burrow speed of 30 ft., it's strength becomes 17, it loses immunity to the grappled and restrained conditions, and it deals double damage to objects and structures.

Fire Form: In fire form, the formling's speed becomes 50 ft., it gains immunity to fire damage, and it sheds bright light in a 10-foot radius and dim light for an additional 30 feet. Additionally, if the formling comes into contact with water, it immediately uses its reaction to change into water form.

Water Form: In water form, the formling's Ac becomes 13 (natural armor), it gains a swim speed of 60 feet., it can enter a hostile creature's space and stop there, and it can move through a space as narrow as 1 inch wide without squeezing.

Actions

Gust (Air Form only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit 7 (1d4 + 4) bludgeoning damage and the target must succeed on a DC 10 Strength saving throw or be knocked prone.

Slam (Earth or Water Form only). Melee Weapon Attack: +5 or +4 to hit, reach 5 ft., one target. Hit 9 or 8 (1d10 + 3 or 2) bludgeoning damage.

Touch (Fire Form only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit 7 (2d4 + 2) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.

Fey: Sprite Chief


Sprite Chief

Tiny fey, neutral good


  • Armor Class 15 (leather armor)
  • Hit Points 10 (3d4 + 3)
  • Speed 10 ft., fly 40 ft.

STR DEX CON INT WIS CHA
3 (-4) 18 (+4) 12 (+1) 14 (+2) 14 (+2) 12 (+1)

  • Skills Insight +4, Perception +4, Stealth +8
  • Senses passive Perception 14
  • Languages Common, Elvish, Sylvan
  • Challenge 1 (200 XP)

Evasion. If the sprite chief is subject to an effect that allows it to make a Dexterity saving throw to take only half the damage, it instead takes no damage if it succeeds on the saving throw and only half damage if it fails.

Actions

Longsword. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 slashing damage.

Shortbow. Ranged Weapon Attack: +6 to hit, range 40/160 ft., one target. Hit: 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or become poisoned for 1 minute. If its saving throw result is 5 or lower, the poisoned target falls unconscious for the same duration, or until it takes damage or another creature takes an action to shake it awake.

Heart Sight. The sprite chief touches a creature and magically knows the creature's current emotional state. If the target fails a DC 10 Charisma saving throw, the sprite chief also knows the creature's alignment. Celestials, fiends, and undead automatically fail the saving throw.

Invisibility. The sprite chief magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the sprite chief wears or carries is invisible with it.







































A formling in its many forms

Acknowledgments, Change-log, and Credits

Alright so that's it for my class, the Lucksoul. A thanks to Wizards of the Coast for D&D 5e, and a big thanks to GM Binder for providing me with the tools needed to make the class look nice and feel real. And of course, a big thanks to everyone and anyone who uses it in their campaigns and lets me know on reddit. You can message me (u/Zacharr) any thoughts! I hope you have fun in your D&D campaign, and that all your rolls are natural 20s!

Images Credits:

  • Cover Art: "Dance with Jak o' the Shadows - Mat Cauthon" by Endave on DeviantArt.
  • Page 1 Art: "Smaug" by Alberto Gordillo
  • Page 3 Art: by Wizards of the Coast.
  • Page 5 Art: "The Elder Scrolls: Legends" by ZeniMax Media Inc. / Nuare Studio Inc.
  • Page 6 Art: "Golden Goddess Fortuna" by Mario Wibisono
  • Page 7 Art: "Running Monsters" article heading, from D&D Beyond, by Wizards of the Coast
  • Page 9 Art: "Arrow Splitting" by me
  • Page 11 Art: "Moiraine" by Dan Dos Santos
  • Page 13 Art: "Grace" by N.A. Noël; "Eyeless Watcher" by Nicolas Espinoza
  • Page 14 Art: "Quasit" from the Monster Manual by Wizards of the Coast; "Imp" from the Monster Manual by Wizards of the Coast
  • Page 15 Art: "Pseudodragon" from the Monster Manual by Wizards of the Coast
  • Page 16 Art: "Sprite" from the Monster Manual by Wizards of the Coast; "Tiny Elementals" by Cyanoferret

Content Credits:

  • The "Eyeless Watcher" familiar is from the Compendium of Forgotten Secrets: Awakening, by Genuine Fantasy Press, used with permission. The Compendium is an expansion for Warlocks, with countless new subclasses, invocations, familiars, and more, and can be found here: https://www.genfantasypress.com/
  • The "Cherub" familiar is inspired by the Angel Compendium, by u/StriderT, used with permission. The Angel Compendium is an expansion on different Celestials, with story hooks, monsters, and new subclass options. The compendium cannot be currently found, due to issues with artist permission, but at artless version is surly in the works.

Contributor Credits:

Class Creator: u/Zacharr
Other Contributors:

  • u/KidCoheed: Feedback on starting weapon proficiencies and on just how high / low the AC for the class should be.
  • u/VictoryWeaver: Extensive feedback on the entire class, including Fortune's Favors, Fortune's Shield, Second Chance, and Felix Felicis
  • u/superjerry20: Extensive feedback on subclass features, including Signature Spell, Inescapable Hunter, and Gambler's Strike

Change-log:

Version 1.0 to Version 1.1
  • Changed Weapon proficiencies to include all Simple Weapons
  • Moved "Fortune's Shield" from the list of Fortune's Favors, instead granting it to the class as a slightly more powerful 2nd level feature of its own. Correspondingly changed the Fortune's Favors to selecting one at 2nd, 5th, and 11th level, making for a total of 3/8 Favors plus Fortune's Shield being selectable.
  • Fixed various small typos, and probably introduced a bunch of new ones.
Version 1.1 to Version 1.2
  • Modified flavor text entry near the beginning of the class, specifically the Luckweaver entry.
  • Added additional clarifications (and warning) about choosing your fated goal, to transparently let the player know that while the goal will have no effect on combat, may affect exploration or social interaction.
Version 1.2 to Version 2.0
  • Changed class progression, moving the 10th level ASI to 6th, Your Lucky Stars feature to 9th, Lucksoul's Talent features to 10th and 15th (rather than 13th and 17th), Second Chance to 17th, and Fateful Feeling increase to 13th. Overall, the class should progress better, hit it's stride earlier (as far as archetypes go), and in general not have to wait as long for the coolest parts.
  • Changed "Beginner's Luck" to be a free interaction, rather than a reaction, since it is mostly used outside of combat (and, sacrificing your action to make an ability check in combat is already a hefty price to pay)
  • Changed Gambler's Strike progression to be +2 / +5 / +10 because it seemed to powerful compared to other 3rd level Talent features.
  • Changed Slippery Serendipity to be weaker, and therefore more in line with other 7th level Talent features.
  • Added the Convoker's Talent, and Appendix B: Convoker's Companions
  • In Appendix B, created the Platinum Pseudodragon, Formling, and Sprite Chief monsters.
  • Added the Longshot Talent
Version 2.0 to Version 2.1
  • Fixed some typos
  • Finished crediting art
Version 2.1 to Version 2.2
  • Clarified wording on Lucky feature.
  • Edited Fortune's Favors to give 2 at the outset, and another at 11th level. This brings it closer in line with how Sorcerer metamagic works.
  • Changed Stroke of Luck's name to Fortunate Strike because we aren't rogues, people.
  • Changed Dumb Luck to cost 2 Luck Points instead of 3, making it usable at 2nd level.
  • Changed No Ghost of a Chance to cost more and force re-rolls instead.
  • Removed the limit on Fortune's Shield so that it functions as the Lucksoul's riskier unarmored defense.
  • Changed Signature Spell to have a limit of Cha mod uses per long rest.
  • Changed Inescapable Hunter to scale damage as well.
  • Changed Gambler's Strike to scale attack penalty as well as damage, making it more rounded.
Version 2.2 to Version 2.3
  • Fixed a few typos
  • Fixed broken image links and formatting
 

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