Fatestealer

Can you put a price on good luck? Superstition and charlatans go hand in hand, tricking rubes into thinking they have better odds than they do. But not you. You dip your hand into the cosmic coin purse and pluck good fortune from the strands of fate. A little extra help for you and a lot of bad luck for your foes makes you the devil-may-care rogue that so many aspire to be.

Rogues make a habit of defying the odds, but why take a risky move when you can stack the deck in your favor? As a Fatestealer you can grab a bit of good fortune every time your foes blunder and save it until you really need it to make sure you succeed or your enemies fail. Luck is always on your side.


Rogue Level Feature
3rd Fortune’s Friend, High Roller
9th Sense Fate
13th Shifty Filching
17th Always Lucky

Fortune’s Friend

Starting at 3rd level, you learn to snatch your opponents’ luck with your bare hands. When a hostile creature within 5 ft. of you misses an attack or fails a saving throw or ability check, you can use your reaction to exploit that creature’s misfortune and gain a d6 lucky die. This lucky die lasts until used, or until you finish a long rest. You can use this ability a number of times equal to your Charisma modifier. You regain all expended uses when you finish a long rest.

When you or a hostile creature you can see within 30 ft. of you makes an attack roll or ability check, you can use your reaction to expend a lucky die, rolling 1d6 and either adding it to the roll as a bonus or subtracting it as a penalty, your choice. You can choose to use this feature after the creature makes its roll, but before the result is determined.

When you reach 9th level, your lucky dice become d8s. At 17th level they become d10s.

High Roller

When you select this archetype at 3rd level, you gain proficiency in three different Gaming Sets (such as gambling dice or playing cards) and have advantage on ability checks made using those Gaming Sets.

Sense Fate

By 9th level, you may cast the spell augury as an action without the need for material components. Once you have used this feature, you must finish a long rest before you can do so again.

Shifty Filching

At 13th level, you can steal luck from creatures at a far greater range. The range of your Fortune’s Friend ability increases to 30 feet.

Always Lucky

When you reach 17th level, when you expend a lucky die you can use the maximum possible result instead of rolling it. Once you have used this ability, you must finish a short or long rest before you can use it again.


Ref: T&H p395-396