Lucky (5e Subclass)
From D&D Wiki
Some rogues simply have more luck than others, always able to be at the right place at the right time, say the right thing to the right people, these rogues are known among each other as... lucky rogues!
- Fortune's Favor
Starting at 3rd level when you choose this subclass, glimpses of fortunate outcomes begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.
Each favor roll can be used only once. When you finish a long rest, you lose any unused favor rolls.
- Improved Critical
Also at 3rd level, your weapon attacks with a finesse or ranged weapons score a critical hit on a roll of 19 or 20.
- Combo Star
Once you've reached 9th level, you gain the ability to stack up combo points upon landing an attack each turn. Whenever you successfully land a hit during combat, you gain 1 combo point, should you have a turn where you do not attack or hit a creature, your combo resets. Once you've reached 6 combo points you can add your Sneak Attack damage to your next successful hit, which resets the combo counter.
- Stored Luck
Beginning at 13th level, once you roll a natural 20 (or critical hit from Improved Critical) you can choose to store the critical success for another roll, which forces you to reroll the current roll and take the new outcome. Until your next short or long rest you can replace any roll you make with this stored critical success. You can store a number of rolls equal to your proficiency modifier.
- Master of Fate
Once you've reached 17th level you become a manipulator of fortune and fate, you can now steal the roll of any creature you can see, forcing them to reroll the current roll and take the new outcome, you then store this roll and can replace the roll of any creature you can see with the stored roll. The number of stored rolls counts towards the limit of Stored Luck. A creature who's roll was stolen cannot have their roll stolen again until the end of a long rest, excluding yourself.