Path of the the Fool
Foolhardy Fortune
Blind, stupid luck. That's what the Path of the Fool rests on. Your rage is a supernatural thing, tapping into a blessing from the Fey, resulting in the tides of fortune rolling in your favor. No matter how recklessly you blunder forward, events always seem to turn to the best for you. In fact, the less thought you put into a situation, the better the outcome seems to be. For you, the most charmed path is a mindless one.
Subclass Features
Level 3: Fool's Luck
Your bountiful luck carries you through difficult situations. When you fail a D20 Test, you can choose to roll any die. If the result is an even number, you can re-attempt the failed roll. If the result is an odd number, you take 1 Psychic damage, which ignores Resistances and Immunities.
If you take this damage, you can choose to roll a die again until you roll an even number, but the Psychic damage taken increases by 1 with each successive failure. Once you have rolled an even number, you can no longer use this feature on that D20 Test.
Level 3: Lucky Break
When events don't go your way, fortune intervenes to give you the upper hand. If you take damage while your Rage is active, you can roll a d12 and receive the effect of the Lucky Break listed for the number rolled. You cannot roll on the Lucky Breaks table more than once per turn.
Level 6: Bestow Luck
You are able to share a small amount of your luck with others. You gain the Guidance cantrip and can cast it as a Bonus Action, even while your Rage is active. You also gain the Bless spell and can cast it as a part of the Bonus Action you use to enter your Rage. Wisdom is your spellcasting ability for these spells, and neither spell requires Concentration for you.
Level 10: Lucky Bulwark
Your Fey blessing ensures you are protected when everything seems stacked against you. When you roll on the Lucky Breaks table, you can choose to use your Reaction to gain Resistance to all damage until the end of your next turn.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Level 14: Invert Luck
You are able to turn the worst situation into a victory. When you roll a 1 on the d20, you can treat the roll as a 20 instead.
Additionally, when you roll on the Lucky Breaks table, you can roll twice and use either number.
Lucky Breaks
| 1d12 | Lucky Break |
|---|---|
| 1 | Clumsy Foes. The next attack made against you before the start of your next turn has Disadvantage. |
| 2 | Terrain Shift. The ground within 15 feet of you becomes Difficult Terrain for creatures Hostile to you until the start of your next turn. |
| 3 | Timely Shove. Any creature of your choice within 5 feet of you is pushed up to 15 feet in a horizontal direction of your choice. |
| 4 | Revitalization. You regain a number of Hit Points equal to 1d12 + your Constitution modifier. |
| 5 | Delayed Strike. The next attack you make before the end of your next turn is a Critical Hit if you succeed the attack roll. |
| 6 | Still Counts. One target within 5 feet of you takes damage equal to 1d4 + your Rage Damage bonus. |
| 7 | Forceful Miss. One creature within 5 feet if you gains the Prone condition. |
| 8 | Just A Distraction. The next attack roll against a creature of your choice within 5 feet of you before the start of your next turn has Advantage. |
| 9 | Blessed Defense. You receive a bonus to Armor Class equal to your Rage Damage bonus until the start of your next turn. |
| 10 | Enemy Misstep. One creature of your choice within 5 feet of you has its speed reduced by 15 feet until the start of your next turn. |
| 11 | Jinxed. One creature of your choice within 5 feet of you has Disadvantage on the next saving throw it makes before the start of your next turn. |
| 12 | Vengeance. You can make an attack against a creature of your choice within 5 feet of you. |