Requirements: At least 1 level in a Class
-Lucky:
Starting at 1st level, You have inexplicable luck that seem s to kick in at just the right moment.
You have 2 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.
You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker’s roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled. You regain your expended luck points when you finish a long rest.
-Inspiring Luck:
Starting at 1st level, you gain a +10 to your inspiration limit. Whenever you score a 20 on a roll of a skill or saving throw you count as if the roll was a 30. These also cunts as a critical hit and a 1 as a critical failure
-Stroke of luck:
Starting at 2nd level, You gain 2 extra luck points when you finish a long rest. You now regain one of your expended luck points when you score a 20 or a 1 on a roll of a attack roll, ability check, or saving throw.
-Incredible Luck:
Starting at 3rd level, You gain 1 extra luck points when you finish a long rest. You now score a critical hit on a 19 and a critical failure on a 2 on a roll of a attack roll, ability check, or saving throw.
-Ability Score Improvement:
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.