You start with the following equipment, in addition to the equipment granted by your background:

As a lucky one, you gain the following class features

Blind Luck

Starting at 1st level, when making a saving throw or skill check, roll 1d6. On a 6, you can add your proficency bonus to the roll if not already applied.

Once you reach 6th level, roll 2d6. If either dice are a 6, you gain the use of this trait. If both dice are 6, you can double your profeciency bonus for this check or save.

After reaching 14th level, roll 3d6. If all three of the dice are a 6, the roll for the d20 is automatically a 20. Aditionally, you can still add double your proficency bonus to the check or save.

Lucky Defense

Starting at 1st level, you have a knack for avoiding hits. Your AC is equal to 10 + your Dexterity modifier + your Charisma modifier.

Luck Points

Starting at 2nd level, you gain the ability to twist things in your favor. This ability is represented in various ways listed below. Some are beneficial to you and your allies, while some include negative effects for your adversaries. A creature that does not willing agree to be subjected to your ability may make a save to resist an effect.

The saving throw DC is equal to 8 + your proficiency bonus + your Charisma modifier

You regain all spent points after a long rest.

Banana Peel

As a reaction, when you see a creature move 5ft or more, you can spend 1 luck point to force that creature to make a Dexterity saving throw or fall prone and lose all remaining movement for the turn.

Butter Fingers

As a reaction, when you see a creature use an item that it is holding, for example: a weapon, spellcasting focus or musical instrument, you can spend 2 luck point to force a creature to make a Dexterity saving throw or drop the specified item.

Bad Lunch

As a reaction, when you see a creature that has eaten within the past 24 hours, you may spend 2 luck points to force the creature to make Constitution saving throw or be posioned for the next hour. If the target creature hasn't eaten in the past 24 hours, this ability has no effect.

Cat got your Tongue

As a reaction, when you see or hear a creature speaking, you may spend 2 luck points to force a creature to make a Charisma saving throw or be unable to speak or perform the verbal components of a spell for 1 minute.

Slip of the Lips

As a reaction, when you see or hear a creature speaking, you may spend 1 luck point to force that creature to make a Charisma saving throw or accidentally reveal something that the target would regaurd as a secret.

Lucky Shot

As a reaction, when you see a creature make an attack rool, you can spend 2 points to give the target advantage on the attack roll.

Lucky Charms

When you or a creature you can see or hear make a Persuasion check, you can spend 2 points to grant advantage on the roll.

Lucky Break

When you or a creature you can see is hit by an attack, you can use your reaction to spend a number of luck points up to your charisma modifier and apply them to the targets AC potentially allowing the target to take the hit.

Tough Luck

When you see a creature get reduced to 0 hit points, you can use your reaction to spend 5 luck points to instead have the creature barely survive the hit and be reduced to 1 hit point.

Fat Chance

When you or a creature you can see are subject to disadvantage you can use your bonus action and 3 luck points to ignore the disadvantage.

Lingering Luck

After reaching 5th level, the forces of luck linger around you constantly throughout the day. As a result, after a short rest, you restore a number of luck points equal to your charisma modifier.