Chryssis
Explorer
This is an idea I had based on a character who was the 7th son of a 7th son (Luck child), I borrowed generously from Jester's luck domain to create the abilities. Please provide your thoughts. Initially I thought it would fit well with the rogue, however the synergies with sneak attack were too much I felt, so I thought the Fighter might be a better fit for a martial based on luck (since you can already simulate this somewhat with a bard/sorcerer/diviner)
When you choose this archetype at 3rd level you learn how to make your own luck and eschew shields, heavy and medium armor, trusting in your luck to keep you safe. If you do not trust in your luck and use a shield, heavy, or medium armor your luck abandons you and you cannot use any abilities gained through this archetype.
3rd level Karma: Trade bad luck now for good luck later you may give yourself disadvantage each time you do you gain 1 karma point. If for any reason you do not use the lowest of the dice rolled you do not gain a karma point. You may store up to half your level of karma points. Before seeing the roll or you may spend 1 karma point to give yourself advantage on any single attack, save, or ability check or an enemy disadvantage on any single attack, save or ability check.
3rd level Lucky day: Each sunrise you may grant 1 luck die to either yourself or an ally, these luck die last until dusk at which point any unspent dice are lost. Increases to 3 dice at 10th level
7th level Lucky break: As a reaction when you or an ally is hit by an attack or fails a save, roll double the damage dice and choose the lowest. Or when you hit with an attack roll double the damage dice and choose the highest. 1/short or long rest
15th level Extraordinary luck: Whenever you have advantage you may roll 1 additional die
18th level Impossible luck: you have advantage on all saving throws.
When you choose this archetype at 3rd level you learn how to make your own luck and eschew shields, heavy and medium armor, trusting in your luck to keep you safe. If you do not trust in your luck and use a shield, heavy, or medium armor your luck abandons you and you cannot use any abilities gained through this archetype.
3rd level Karma: Trade bad luck now for good luck later you may give yourself disadvantage each time you do you gain 1 karma point. If for any reason you do not use the lowest of the dice rolled you do not gain a karma point. You may store up to half your level of karma points. Before seeing the roll or you may spend 1 karma point to give yourself advantage on any single attack, save, or ability check or an enemy disadvantage on any single attack, save or ability check.
3rd level Lucky day: Each sunrise you may grant 1 luck die to either yourself or an ally, these luck die last until dusk at which point any unspent dice are lost. Increases to 3 dice at 10th level
7th level Lucky break: As a reaction when you or an ally is hit by an attack or fails a save, roll double the damage dice and choose the lowest. Or when you hit with an attack roll double the damage dice and choose the highest. 1/short or long rest
15th level Extraordinary luck: Whenever you have advantage you may roll 1 additional die
18th level Impossible luck: you have advantage on all saving throws.