by NotTheSmoooze

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Clovers are rogues with supernatural fortune. You might believe your luck to be the blessing of the gods, the favour of your ancestors, or simply your birthright. Alternatively, many clovers are highly superstitious; you might think your luck is owed to simple, ritualistic habits. At your option, you can roll on the Superstitions table below to create a quirk.


d6 Quirk
///1/// Your failings aren't your fault. It's all bad luck!
2 If you don't wash your blades in salt at least once
a week, they'll always miss their target
3 If you hide in the shadow of a church or another holy place, you're guaranteed to be found.
4 It's terrible luck to gamble in a well-lit room.
5 Don't ever break a crystal ball, or else you'll have terrible luck for as long as you live.
6 If you beat someone lucky, you win their luck, too.

Born Gambler

Beginning when you choose this archetype at 3rd level, you gain proficiency with all gaming sets, and you can add double your proficiency bonus to any check you make with them.

Lucky Break

Starting at 3rd level, when you roll the maximum number on any of your Sneak Attack die, that die explodes, which means you can roll one additional Sneak Attack die and add it to the attack's damage. This additional die can explode. Critical hits don't cause you to roll this additional die a second time.

Risky Play

Starting at 9th level, when you make a weapon attack, you can take a risk. You gain advantage on the attack roll, and the next attack roll made against you before the start of your next turn has advantage. After taking a risk using this feature, you can't do so again until the start of your next turn.

Black Cat

Beginning at 13th level, when a hostile creature that you can see within 60 feet of you scores a critical hit, you can steal its luck as a reaction. The hit becomes a normal hit, and the next time you hit the attacker with an attack before the end of your next turn, you can cause that hit to become a critical hit.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Winning Hand

Starting at 17th level, when you roll your Sneak Attack dice, you can choose the result of each die. The additional die you roll with Lucky Break can't be adjusted in this way.

Once you use this feature, you can't use it again until you finish a short or long rest.


Created By: u/NotTheSmoooze. You can find more of my work here, and support me here
Created Using: GM Binder
Artwork By: Yongjae Choi


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