Post by cvasquez on Apr 20, 2021 3:28:56 GMT
ROLL MANIPULATOR
(PIC GOES HERE)
You know the real secret of reality. We have no control over anything we do, it's all the result of cosmic dice being thoughtlessly thrown out onto whatever Lady Luck decides. But... what if you could make your own luck?
Tier 1
Reroll - The classic. The quintessential. Once per day, reroll a target roll. It does not have to be your own. You must take the second result.
Cut the Strings - You're not the puppet of fate anymore. You control your destiny. You gain +X to luck, where X is equal to your tiers in this class.
Tier 2
Snake Eyes - You lose. Once per encounter, give a target disadvantage on their next roll.
Loss Mitigation - We don't "lose" around these parts. Once per day, choose a target roll you or an ally has made. All ones in that roll become tens!
Tier 3
Beginner's Luck - Trying something new is always hard. For other people, at least. Once per day, add your luck modifier to a performance check!
Sharing the Wealth - It isn't fair that you're the only one to benefit from your cool new powers. Let someone else control entropy for a while. Once per encounter, all allies currently in combat gain advantage on their next roll.
Tier 4
Reroll (Bonus) - The rare sequel to the original that actually surpasses the classic. You may now use reroll TWICE per day.
Gambler's Foresight - Is it a good idea to invest in dogecoin? Let's find out! Once per day, you may make a roll before committing to a course of action (but before the DM says what will happen). If you like the roll, you may proceed as normal. If you do not, you may scrap your entire action and try a different course of action!
Tier 5
Loaded Dice (Unique) - Sorry kid, this game's been rigged from the start. Once per month, choose the outcome of a target roll. It must be a roll that is possible considering the dice rolled and modifiers applied.
Counting Cards - It takes some real smarts to cheat at a game of chance that controls the outcome of reality itself. You gain +X/2 to intelligence, where X is equal to your tiers in this class.
Tier 6
Min-Max - So many of these characters are so min-maxed to hell it isn't even funny. Let's take advantage of that, shall we? Once per day, switch a target's highest stat with their lowest stat for 1d2+1 turns.
Tier 7
Reroll (Bonus) - ???
Tier 8
??? - ???
Tier 9
Dyscalculia - Man, these numbers just keep jumping around don't they? No way to know what actually got rolled, huh? Once per week, you may rearrange the places of two numbers in a roll outcome. The changed outcome does NOT necessarily have to be possible from the original dice.
Tier 10
Loaded Dice (Unique Bonus) - Just give me the damn win already. Once per month, automatically succeed against a DC for a roll by 1.
Roughed Up - You've gotten kicked out of your fair share of casinos, it's given you a pretty thick skin. You gain +X/4 to vitality, where X is equal to your tiers in this class.
Tier 11
Reroll (Bonus) - ???
Tier 12
??? - ???
Tier 13
??? - ???
Tier 14
Dyscalculia (MAXXED) - ???
Tier 15
Old Fashioned (True Unique) - You know, back in the old days we didn't have these fancy smhancy success-based rolls. We just rolled the dice and saw the big numbers that came out. And we LIKED it! Once per month, roll your next roll without the "X5". The successes of this roll will not be based on the individual dice, but instead on the total sum of all the dice rolled.
Class Mastery - Once per encounter, activate this ability as a simple action. Gain a 1.5x multiplier for ALL rolls this turn.
Tier 16
??? - ???
Tier 17
??? - ???
Tier 18
Reroll (MAXXED) - ???
Tier 19
Loaded Dice (Unique MAXXED) - ???
Tier 20
Old Fashioned (True Unique MAXXED) - And while we're on the subject, what's with all these "negative" successes anyway? Back in MY day we didn't have any negatives - you got killed by your own stupid ideas and we LIKED IT. Your rolls no longer take a -1 success penalty from 1s.
Class Mastery (MAXXED) - Once per encounter, activate this ability as a simple action. Gain a 2x multiplier for ALL rolls made this turn.
(PIC GOES HERE)
You know the real secret of reality. We have no control over anything we do, it's all the result of cosmic dice being thoughtlessly thrown out onto whatever Lady Luck decides. But... what if you could make your own luck?
Tier 1
Reroll - The classic. The quintessential. Once per day, reroll a target roll. It does not have to be your own. You must take the second result.
Cut the Strings - You're not the puppet of fate anymore. You control your destiny. You gain +X to luck, where X is equal to your tiers in this class.
Tier 2
Snake Eyes - You lose. Once per encounter, give a target disadvantage on their next roll.
Loss Mitigation - We don't "lose" around these parts. Once per day, choose a target roll you or an ally has made. All ones in that roll become tens!
Tier 3
Beginner's Luck - Trying something new is always hard. For other people, at least. Once per day, add your luck modifier to a performance check!
Sharing the Wealth - It isn't fair that you're the only one to benefit from your cool new powers. Let someone else control entropy for a while. Once per encounter, all allies currently in combat gain advantage on their next roll.
Tier 4
Reroll (Bonus) - The rare sequel to the original that actually surpasses the classic. You may now use reroll TWICE per day.
Gambler's Foresight - Is it a good idea to invest in dogecoin? Let's find out! Once per day, you may make a roll before committing to a course of action (but before the DM says what will happen). If you like the roll, you may proceed as normal. If you do not, you may scrap your entire action and try a different course of action!
Tier 5
Loaded Dice (Unique) - Sorry kid, this game's been rigged from the start. Once per month, choose the outcome of a target roll. It must be a roll that is possible considering the dice rolled and modifiers applied.
Counting Cards - It takes some real smarts to cheat at a game of chance that controls the outcome of reality itself. You gain +X/2 to intelligence, where X is equal to your tiers in this class.
Tier 6
Min-Max - So many of these characters are so min-maxed to hell it isn't even funny. Let's take advantage of that, shall we? Once per day, switch a target's highest stat with their lowest stat for 1d2+1 turns.
Tier 7
Reroll (Bonus) - ???
Tier 8
??? - ???
Tier 9
Dyscalculia - Man, these numbers just keep jumping around don't they? No way to know what actually got rolled, huh? Once per week, you may rearrange the places of two numbers in a roll outcome. The changed outcome does NOT necessarily have to be possible from the original dice.
Tier 10
Loaded Dice (Unique Bonus) - Just give me the damn win already. Once per month, automatically succeed against a DC for a roll by 1.
Roughed Up - You've gotten kicked out of your fair share of casinos, it's given you a pretty thick skin. You gain +X/4 to vitality, where X is equal to your tiers in this class.
Tier 11
Reroll (Bonus) - ???
Tier 12
??? - ???
Tier 13
??? - ???
Tier 14
Dyscalculia (MAXXED) - ???
Tier 15
Old Fashioned (True Unique) - You know, back in the old days we didn't have these fancy smhancy success-based rolls. We just rolled the dice and saw the big numbers that came out. And we LIKED it! Once per month, roll your next roll without the "X5". The successes of this roll will not be based on the individual dice, but instead on the total sum of all the dice rolled.
Class Mastery - Once per encounter, activate this ability as a simple action. Gain a 1.5x multiplier for ALL rolls this turn.
Tier 16
??? - ???
Tier 17
??? - ???
Tier 18
Reroll (MAXXED) - ???
Tier 19
Loaded Dice (Unique MAXXED) - ???
Tier 20
Old Fashioned (True Unique MAXXED) - And while we're on the subject, what's with all these "negative" successes anyway? Back in MY day we didn't have any negatives - you got killed by your own stupid ideas and we LIKED IT. Your rolls no longer take a -1 success penalty from 1s.
Class Mastery (MAXXED) - Once per encounter, activate this ability as a simple action. Gain a 2x multiplier for ALL rolls made this turn.