The Lucky Lady (5e Subclass)
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Lady Luck Patron
Lady Luck smiles upon those who are worthy and make those who oppose her or her followers pay with vengeance. Lady Luck is very forgiving to those whom wish to follow her teaching, yet none can escape the grasp of fate.
|1st||Bless, Guiding Bolt|
|2nd||Augury, Warding Bond|
|4th||Death Ward, Divination|
|5th||Legend Lore, Skill Empowerment|
- Luck of the Draw
At 1st level, you can add your spellcasting modifier to an attack roll, ability check, or saving throw you make. You may do this a number of times equal to your charisma modifier, regain any expended uses when you complete a short or long rest.
At 1st level, whenever you make an attack roll, an ability check, or a saving throw, you can roll an additional d20. You choose which roll is used for the attack roll, ability check, or saving throw. You can also use this when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker's roll or yours. You must complete a short or long rest before you can use this ability again.
If you have the lucky feat, this ability instead grants two additional points to your total pool of luck points. If any other creature(s) use luck on a role when you do, your luck supersedes theirs. The luck point they spend is wasted unless they are also a warlock of Lady Luck, in which the uses cancel each other out as normal.
Starting at 6th level, when you finish a long rest, roll two d20 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 only replace a roll in this way once per turn. Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.
- Press Your Luck
Starting at 10th level, before you make an attack roll, ability check, or saving throw, you may roll a 1d20. On a 9 or lower, the following roll is considered a critical failure. On an 12 or higher your roll is considered a critical success. On a 10 or 11 roll as normal. The outcome of this roll cannot be changed by any means such as Luck of the Draw or Lucky. You can use this feature an equal amount of times to your proficiency modifier and regain any expended uses when you complete a long rest.
- Deus Ex Machina
Starting at 14th level, whenever you have advantage on an attack roll, ability check, or saving throw roll 3d20 and take the highest of the three. When you have disadvantage, roll 3d20 and take the lowest.