Fortunate
Fortunate
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On A Roll
Starting at 1st level, when you roll a 1 on The D20 for an Attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. If you roll another 1 on the same roll it automatically changes to a 20.
Striking it Rich
Starting at 2nd level, whenever you find a type of currency, you find twice as much instead. Also, you wield currency as a weapon. You gain the following benefits:
You can toss any type of currency at a range of 60/120, proficient, an finesse
Using Copper currency deals 1d4+modifier piercing damage
Using Silver currency deals 1d6+modifier piercing damage
Using Gold currency deals 1d8+modifier piercing damage
Using Electrum currency deals 1d10+modifier piercing damage
Using Platinum currency deals 1d12+modfier piercing damage
As long as the currency is not destroyed in some way and you have access to the location of where you made your attacks, you can recover all expended ammunition. At 6th level, this damage becomes magical and at 14th level it deals an extra die of damage.
Lucky Wish
Starting at 5th level, whenever you roll a natural 20 on an attack roll, ability check or saving throw, you can immediately cast any spell of 3rd level or lower without paying any component costs and is done as an action regardless of casting time. If this effect is triggered out of combat, you must finish a long rest before being able to use this feature again.
Odd Chance
At 6th level, you gain access to a certain list of spells that you have a chance to use. As an action you choose Support, Pain, or Change. When you do, roll a dice dependent on the number of spells in your list and cast the spell following the spells rules. You start with 3 Odd Chance points and gain an additional 1 for every level after this one in Half-Genie. You can use more then one Odd Chance point when using this feature. When you do you instead roll an amount of dice equal to the number of Odd Chance points you expend. You then choose one of those die and cast the spell of that number. You gain two additional spells at 8th, 10th, 12th and 14th level. You regain all expended uses on a long rest.
Support List Pain List Change List
6th Level:
1. Bless Burning Hands Charm Person
2. Cure Wounds Chromatic Orb Command
3. Heroism Guiding Bolt Fairie Fire
4. Protection Good n Evil Thunderwave Sleep
8th Level
5. Gentle Repose Melf's Acid Arrow Alter Self
6. Lesser Restoration Scorching Ray Hold Person
10th Level
7. Beacon of Hope Fireball Dispel Magic
8. Mass Healing Word Lightning Bolt Fly
12th Level
9. Death Ward Blight Tongues
10. Revivify Ice Storm Greater Invisibility
14th Level
11. Greater Restoration Cloudkill Awaken
12. Mass Cure Wounds Cone of Cold Seeming
10th,
11th,
14th,
17th,
18th and
Wish
20th.