Rogues of this archetype have discovered how to manipulate luck and karma, combining it with their fine-tuned dexterous expertise. These magical masters of luck originally learned this art form from leprechauns and other lucky fey, allowing them to aid themselves in combat while sabotaging their enemies.
Spellcasting
When you reach 3rd level, you gain the ability to cast spells. See
Spells Rules for the general rules of spellcasting and the
Spells Listing for the bard spell list.
Cantrips
You learn three cantrips:
guidance,
vicious mockery, and one other cantrip of your choice from the bard spell list. You learn another bard cantrip of your choice at 10th level.
Spell Slots
The Luck Shifter Spellcasting table shows how many spell slots you have to cast your bard 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
charm person and have a 1st-level and a 2nd-level spell slot available, you can cast
charm person using either slot.
Spells Known of 1st-Level and Higher
You know three 1st-level bard spells of your choice, two of which you must choose from the divination and enchantment spells on the bard spell list, or a dunamancy spell that must not be a graviturgy spell (which need not be on the bard spell list).
The Spells Known column of the Luck Shifter Spellcasting table shows when you learn more bard spells of 1st level or higher. Each of these spells must be an divination or enchantment spell of your choice, or a dunamancy spell that must not be a graviturgy spell (which need not be on the bard spell list), and 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.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the bard spells you know with another spell of your choice from the bard spell list. The new spell must be of a level for which you have spell slots, and it must be an divination or enchantment spell, or a dunamancy spell that must not be a graviturgy spell (which need not be on the bard spell list), unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability
Charisma is your spellcasting ability for your bard spells, since you learn your spells through dedicated study and memorization. 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 bard 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
Luck Shifter Spellcasting
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Rogue
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 |
Punish the Unlucky
Starting at level 3, when you hit a creature that has had disadvantage on an attack roll since the start of their last turn, you automatically add your Sneak Attack damage to the first attack roll you hit them with for a finesse or ranged weapon, unless it was made at disadvantage.
Luck Stealer
At 7th level, when a creature within 60 feet of you makes an attack roll, you may use a reaction to force them to make the attack roll at disadvantage, granting you gain advantage on the next attack roll you make on your next turn. You may use this feature an amount of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.
Shift Karma
When you reach level 13, you gain the ability to manipulate luck further, gaining Karma Points equal to your Charisma modifier (minimum of one). When you or a creature that you can see makes an attack roll, ability check, or saving throw, you may expend a Karma Point to grant the roll advantage or disadvantage (your choice). You may do so no more than once a turn.
You regain all expended Karma Points when you finish a long rest, and if you end a short or long rest with more Karma Points than your minimum amount, you lose the excess Karma Points. Otherwise, you may use an action to expend a spell slot to regain a Karma Point equal to the level of the spell slot you expend.
Master of Luck
Beginning at 17th level, your ability to manipulate luck so well that you are nearly infallible due to your dunamancy magic. You gain the ability to cast the
foresight spell as an action, requiring concentration. Once you do so, you cannot do so again until you finish a long rest.