D&D 5E Would a "lucky guy" class fit your setting?

I don't know about this. As pointed out, balance is a issue.

But what if the main class feature worked something like this:

When you make an attack, Save, or Ability Check, if you fail (fail period, fail by 5 or more, on a nat 1, whatever works in playtest) you gain a luck point (ie you get a re-roll) you can use on any other check. You cannot gain a luck point if the roll was made using a luck point.

In practice, a player would want to make lots of rolls in order to "bank up" luck points (probably need some cap per day). This is great for melee/ranged who make a lot of rolls, but not so good for a spellcaster with lots of non-spell attack spells.

I could see something like that. Other class features gained would be things like the portent ability of Diviners and perhaps a roll negation effect.
 

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You could probably roll that into a bard or utility wizard just fine. I wouldn't give you anything special for it as it sounds like something that could be entirely covered in the role-play of your character.
 

I think it sounds quite fun and entertaining. Might not be appropriate for every genre, though, which might be why you get some pushback (the idea of a character who doesn't succeed because of his own innate talents would be strange for a S&S game, for example).

Spitballing some ideas (certainly don't include all these in one class! Just ways to mechanically approach the concept):

1) The character gets a small pool of luck points (say 3-4) that recharge every short rest. Exactly what those points could be spent on would vary by subclass, but could include
-advantage to attacks, skills, and saves
-auto success at attacks, skills, and saves (higher level and/or higher point cost)
-change a hit to a critical
-reduce damage when damage is taken
-auto stabilize at 0 hp
-add conditions to damaged enemies

Variants on luck points:
-Roll a d20 at the end of a long rest. Anytime you roll that number again on an attack or save, regain a luck point. Stronger variant, roll a d10, anytime your attack or save ends with that number (a 5 on the d10 is a 5 or 15 on the d20), regain a luck point.
-Luck points for a short rest are set equal to 6 - Wis modifer, because fortune favors the fool! (This is a more out there variant, I know.)

2) Increased critical chance. 19-20 or 18-20 is the conservative approach. Maybe 7 and 13 are crits for a traditional superstitious feel. Let the player pick a number (either when the ability is gained or change every long rest) for a more character driven feel.

3) Evasion seems a no-brainer. (Smoke clears, and he's standing in the center of the blast unharmed is a great lucky guy visual.)

4) Damage bonus with simple weapons and improvised weapons seems appropriate. It's hard to picture this guy with a greatsword.

5) Some sort of resource (luck points, or something else) to invoke some sort of causality-twisting. Could be modeled with auto-success on skill checks, depending on how one views the proper narration of skill checks.
 



I don't know about this. As pointed out, balance is a issue.

But what if the main class feature worked something like this:

When you make an attack, Save, or Ability Check, if you fail (fail period, fail by 5 or more, on a nat 1, whatever works in playtest) you gain a luck point (ie you get a re-roll) you can use on any other check. You cannot gain a luck point if the roll was made using a luck point.

In practice, a player would want to make lots of rolls in order to "bank up" luck points (probably need some cap per day). This is great for melee/ranged who make a lot of rolls, but not so good for a spellcaster with lots of non-spell attack spells.

I could see something like that. Other class features gained would be things like the portent ability of Diviners and perhaps a roll negation effect.

A cap on luck points would probably be needed.

Something would be needed for failure to make failure more than just "oops, didn't work out guys". Like, if you use a luck point to reroll something but roll a natural 1 instead something really bad happens.
 

I would try to allow this character concept using existing classes and feats. Combine the lucky feat with the diviner class abilities and you have a solid start. Make the characters "spells" manifestations of her luck. Perhaps allow the character to take the luck feat additional times in order to get more luck points. This way there is a pretty balanced trade off by not gaining other feats or ability increases.

Then perhaps multi class into rogue or something from that point, if the character concept was to be more martial in nature.
 

I would try to allow this character concept using existing classes and feats. Combine the lucky feat with the diviner class abilities and you have a solid start. Make the characters "spells" manifestations of her luck. Perhaps allow the character to take the luck feat additional times in order to get more luck points. This way there is a pretty balanced trade off by not gaining other feats or ability increases.

Then perhaps multi class into rogue or something from that point, if the character concept was to be more martial in nature.

that would be kinda like mage the ascension from world of darkness... using cooicadential magic.
 

Would you allow some luck obsessed adventurer who is just looks very fortunate from the outside until his or her luck runs out in your setting? What setting would it fit into?
Sure, it's a classic concept. The implementation would require some scrutiny, though, as it lends itself to problematic mechanics. Works in any setting that's not too grim and serious.
 

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