Luckbender
"Never tell me the odds."
Prerequisite: Sorcerer, Wild Magic class feature
As
a luckbender, your manipulation of chance is a way of life. You’re
accustomed to turning failure into success and cheating your way through
dangerous situations. As your connection to the Elemental Chaos grows
stronger, you can influence chaos in the actions of others, as well as
place wagers on your own fate by using attacks and abilities that open
up the full potential of chance to intervene on your behalf. With this
path, you might make deliberate wagers on the whims of chaos, or swagger
with the assured confidence of a master gambler. Either way, luck is on
your side.
LUCKBENDER PATH FEATURES
Chaos Soul (11th level): When you roll initiative, you can reroll your Wild Soul resistance and keep the new result.
Luckbender's Action (11th level):
When you spend an action point to make a sorcerer attack, choose 1–10
or 11–20. If the result on the die for the first attack roll you make as
a part of that attack is within the range selected, you regain the use
of your lowest-level sorcerer encounter attack power.
Lucky Number (16th level): You score a critical hit with sorcerer and luckbender attack powers on a result of 19–20.
Luckbender Attack 11Fortunate Turn of Events
An enemy’s failed attack triggers a welcome, though suspiciously convenient backlash from a nearby hazard.
Encounter
Arcane, Implement, Varies
Immediate Reaction Ranged 10
Trigger: An enemy within 10 squares misses you with an attack
Target: The triggering attacker and each enemy adjacent to it
Attack: Charisma vs. Reflex
Hit:
2d8 + Charisma modifier damage. The damage is of one type you resist
with your Wild Soul class feature (if you have multiple resistances from
your Wild Soul feature, choose one type). If you rolled an even number
on this attack roll, the target is knocked prone. If you rolled an odd
number on this attack roll, you slide the target 3 squares.
Luckbender Utility 12Even the Odds
“Real sorcerers make their own luck.”
Daily
Arcane
Free Action Close burst 5
Trigger: You, an ally, or an enemy in the burst makes an attack roll, skill check, or saving throw.
Effect: Roll 1d6, and either add or subtract the result from the triggering roll.
Luckbender Attack 20Just Not Their Day
You trigger an unending series of painful complications, coincidences, and calamities that strike your enemy simultaneously.
Daily
Arcane, Implement, Varies
Standard Action Ranged 10
Target: One creature
Effect:
Before making the following attack, choose 1–10 or 11–20. If the result
on the die for the attack roll is within the range you chose, this
attack deals 2d12 extra damage, even on a miss.
Attack: Charisma vs. Reflex
Hit:
3d12 + Charisma modifier damage and you slide the target 3 squares and
knock it prone. The damage is of one type you resist with your Wild Soul
class feature (if you have multiple resistances from your Wild Soul
feature, choose one type).
Miss: Half damage, and you slide the target 1 square.
Published in Dragon Magazine 385, page(s) 48.