Luck

Luck is a force that brings good fortune or adversity. The Luck theme focuses on buffs, debuffs, and utility.

Spells from the Luck theme allow you to change luck, link the luck of creatures, and make your wishes come true.

Power sources

Music and Occult

Table of contents

Luck feats

You can take each feat only once, unless the feat’s description says otherwise. You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat’s prerequisite, you can’t use that feat until you regain the prerequisite.

You can see brief glimpses into the future or you always have a knack for not being surprised. While you aren’t incapacitated, you and each friendly creature within 5 meters of you gains a +2 bonus to initiative rolls.

This does not stack with other ability bonuses to your initiative

d8Damage Type
1Fire
2Acid
3Lightning
4Poison
5Cold
6Concussion
7Psychic
8Force

As a reaction, which you use when you take acid, cold, concussion, fire, force, lightning, poison, or psychic damage, you can capture some of the incoming energy, lessening its effect on you. Roll a d8. You have resistance to the resulting damage type until the end of your next turn.

You have inexplicable luck that seems to kick in at just the right moment. You have 2 luck points. As a reaction, which you use when you make a skill check or a saving throw, you can spend one luck point to roll with advantage. You can do so after the roll but before any effects of the roll occur.

You regain your expended luck points when you finish a short or long rest.

You can select this feat multiple times. Each time you do so, you gain two additional luck points.

Prerequisites: have the ability to cast at least one spell

You can manipulate the forces of chance and chaos to gain advantage on a skill check or a saving throw. Once you do so, you must finish a short or long rest before you can use this feature again.

Any time you roll on the Wild Surge table, if you roll an odd number, you regain the use of this feature.

Luck sometimes follows you wherever you venture. When you finish a long rest, the GM rolls two 2d10s, keeping the results secret.

As a reaction, which you use when you make a skill check or a saving throw you can call upon this luck to replace the roll with the highest of the results that the GM has. You can do so after the roll but before any effects of the roll occur. Each roll can be used only once.

When you finish a long rest, you lose any unused rolls.

You can select this feat multiple times. Each time you do so, you gain two additional rolls.

You fortuitously avoid danger. You have advantage on Reflex saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be incapacitated.

You always seem to get lucky at the right moment. When you make a skill check or a saving throw and have disadvantage on the roll, you can expend 1 mana, 2 ki, or 2 stamina dice to cancel the disadvantage for that roll.

Luck concoctions

unstable, 1 hour/catalyst

As two actions, you can create a vial of liquid that smells of rainbows. A creature can drink the contents as an action to fortuitously avoid danger within 20 meters. For the duration, attacks made against the creature can’t gain advantage, it has advantage on initiative checks, it has advantage on Perception checks to find traps, and it has advantage on Reflex saving throws to avoid traps.

Luck maneuvers

As a reaction, which you use when you make a skill check or a saving throw or when you are hit by an attack or missed by 4 or less that you can see, you can bend luck. You make the roll with advantage or the attack against you is made with disadvantage. You can do so after the roll but before any effects of the roll occur.

If the roll already has advantage or disadvantage, you cannot apply another instance of advantage or disadvantage and you must use this before the roll to cancel out any advantage or disadvantage.

As a reaction, which you use when a creature you can see within 5 meters of you attacks a creature you can see, you can grant that creature advantage on attacks until the end of its turn. You make this choice after you see the roll, but before the GM says whether the attack hits or misses.

As a reaction, which you use when a creature that you can see within 2 meters of you attacks you, you can try to redirect the attack, provided that another creature is within 1 meter of you and within the attack’s range. The attacker must succeed on a Reflex saving throw or it must target that creature. If multiple creatures are within 1 meter of you and within the attack’s range, the attacker chooses which one to target.

You must choose to use this feature before knowing whether the attack hits or misses.

Luck spells

As an action, you shout commands to an ally to strike a creature. Chose one creature within 10 meters. If your ally attacks the target before the end of your next turn, its first attack is made with advantage.

On a hit, add 1d6 damage to the attack’s damage roll.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

As an action, you extend your hand and point a finger at a target within 10 meters. Your magic grants you a brief insight into the target’s defenses. If you attack the target before the end of your next turn, the first attack is made with advantage.

On a hit, add 1d6 damage to the attack’s damage roll.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

As a reaction, which you use when you or another creature that you can touch or see within 10 meters makes a skill check or a saving throw, you can bend luck. The creature makes the roll with advantage or with disadvantage (your choice). You can do so after the roll but before any effects of the roll occur.

If the roll already has advantage or disadvantage, you cannot apply another instance of advantage or disadvantage and you must use this before the roll to cancel out any advantage or disadvantage.

Augment

You can bend luck for one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

3 hours/mana

As an action, you fortuitously evade strikes as they come at you. Your Defense becomes 13 + half your Aptitude Bonus (min 1) + your Dexterity (max 4). The spell ends if you don armor or if you dismiss the spell on your turn (no action required).

As a reaction, which you use when a creature that you can touch or see within 2 meters of you attacks you, you can try to redirect the attack, provided that another creature is within 1 meter of you and within the attack’s range. The attacker must succeed on a Reflex saving throw or it must target that creature. If multiple creatures are within 1 meter of you and within the attack’s range, the attacker chooses which one to target.

You must choose to use this feature before knowing whether the attack hits or misses.

concentration, 5 minutes/mana

As two actions, you bestow misfortune on a creature that you touch. The creature must make a Will saving throw.

On a failure, it is becomes unlucky for the duration.

When you cast this spell, choose the nature of the luck from the following options:

  • Choose one ability. While unlucky, the creature has disadvantage on skill checks made with that ability.
  • While unlucky, the creature has disadvantage on attacks.
  • While unlucky, the creature must make a Will saving throw at the start of each of its turns. If it fails, it wastes its actions that turn doing nothing.

A remove curse spell ends this effect. At the GM’s option, you may choose an alternative unlucky effect, but it should be no more powerful than those described above. The GM has final say on such an unlucky effect.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can target one additional creature for each additional mana expended. You must touch each creature when you target them.

  • You can expend 1 additional mana to bestow an additional curse.

  • Persistent. You can expend 1 additional mana to change the duration to 3 hours/mana.

  • Indefinite. You can expend 3 additional mana so the spell lasts until it is dispelled.

concentration, 1 hour/mana

As two actions, you fortuitously avoid danger within 20 meters. For the duration, attacks made against you can’t gain advantage, you have advantage on initiative checks, you have advantage on Perception checks to find traps, and you have advantage on Reflex saving throws to avoid traps.

concentration, 1 minute/mana

As two actions, you impart latent luck upon up to two creatures you can see within 5 meters. Whenever a target makes a skill check or a saving throw before the spell ends, it rolls with advantage.

Additionally if you are one of the targets, whenever you are attacked before the spell ends, the attacker rolls with disadvantage.

Augment

You can target two additional creatures for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

As a reaction, which you use when you are targeted by a spell, you gain advantage on the saving throw against the spell. If the spell only targets you and you roll an 18, 19, or 20 for the save and the spell costs 3 or less mana, the spell has no effect on you and instead targets the caster, using the mana, spell save Difficulty, attack bonus, and spellcasting ability of the caster.

Augment sizes

1 catalyst/stamina die/mana2 catalysts/stamina dice/mana3 catalysts/stamina dice/mana4 catalysts/stamina dice/mana5 catalysts/stamina dice/mana
Cone3 meters long5 meters long10 meters long10 meters long20 meters long
Cylinder1-meter-radius, 3 meters high2-meter-radius, 6 meters high3-meter-radius, 9 meters high4-meter-radius, 12 meters high5-meter-radius, 15 meters high
Line5 meters long, 1-meter wide5 meters long, 2-meter wide10 meters long, 2-meter wide10 meters long, 2-meter wide20 meters long, 2-meter wide
Sphere1-meter-radius2-meter-radius3-meter-radius4-meter-radius5-meter-radius
Wall5 meters long, 2 meters high, 1 meter thick5 meters long, 4 meters high, 1 meter thick10 meters long, 6 meters high, 1 meter thick10 meters long, 8 meters high, 1 meter thick20 meters long, 10 meters high, 1 meter thick