Blessed The orc and human charge for the final blow, the orc with his ancient battle axe, the human with a simple farming scythe. The warrior sounds his ancestral war cry, hears a flap of wings and feels hot bird poop splatter across his eyes. The orcish warrior stops, staggers, and feels the scythe at his throat. A Teifling wrestles the wheel of a boat as it teeters into the churning whirlpool. All at once a piece of wreckage is thrown from the whirlpool, smacking the boat into safe waters. The Teifling collapses with relief. A bandit smashes a club into a gnome's side, sending her tumbling towards the cliff's edge. The bandit slowly walks forward, raises his weapon above his head, and watches the wind snatch it from his hand. The gnome grabs it from the air and stands up. Luck While most adventurers require some sort of luck to train or study until it is possible to fight monsters of legend, others walk half dressed onto the battlefield and somehow kill a dragon with a tree branch. Some of these adventurers are loved by a god, a devil, or a any powerful entity. Others are phenomenon in and of themselves, finding absurd opportunity through nothing but power of will. Regardless, all of the blessed have some cosmic force interfering in the matters of their lives. Creating One Of the Blessed Think about where your luck comes from. Have you always had it? Do you view it as a gift or as something that interferes with you living your own life? Do you know that you are blessed or do you think your fantastical achievements are due to your own talent? Why are you adventuring? Is it to prove that you have value other than being one of the blessed? Do you seel the easy comforts of fame and glory that your blessing can provide? Was there one problem that your luck couldn't fix, so now you have to? Quick Build You can make one of the blessed quickly by following these suggestions. First, put your highest ability score in Constitution, followed by Charisma. Second, choose the gladiator background.

Tables and lists both work within a note. Blessed Level Proficiency Bonus Features Luck Points 1st +2 Unarmored Defense, Convenience, Intervening Force ─ 2nd +2 Luck 2 3rd +2 Hard Miss, Fateful Discovery 3 4th +2 Ability Score Improvement 4 5th +3 ─ 5 6th +3 Intervening Force Feature 6 7th +3 ─ 7 8th +3 Ability Score Improvement 8 9th +4 ─ 9 10th +4 Hard miss 10 11th +4 ─ 11 12th +4 Ability Score Improvement 12 13th +5 ─ 13 14th +5 Intervening Force Feature 14 15th +5 ─ 15 16th +5 Ability Score Improvement 16 17th +6 Fateful Discovery 17 18th +6 Intervening Force 18 19th +6 Ability Score Improvement 19 20th +6 Deus Ex Machina 20 Class Features As one of the blessed, you gain the following class features Hit Points Hit Dice: 1d8 per blessed level

1d8 per blessed level Hit Points at 1st Level: 8 + your Constitution modifier

8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per blessed level after 1st Proficiencies Armor: None

None Weapons: simple weapons

simple weapons Tools: gaming sets, vehicles Saving Throws: Constitution, Charisma

Constitution, Charisma Skills: Choose two from Sleight of Hand, Stealth, Persuasion, Intimidation and Animal Handling Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a scythe and two hunting traps or (b) any two simple weapons

(a) an explorer's pack or (b) a mule and a cart

Unarmored Defense Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Constitution modifier + your Charisma modifier. Convenience Beginning at 1st level, the universe conspires to help you. As an action you can influence a creature with a CR no higher than 0 or an inanimate object no larger than Tiny. You can influence a creature to perform any action of which it is capable. An object, whether blown by the wind, knocked over by a passing goblin or by other means, can be affected in one of the following ways moved 10 feet in a direction of your choice. If the object has a movement speed you can instead move it by that amount

change position

dropped

activated. For example, this would result in manacles locking or a vial of acid spilling If you attempt to affect an object that is worn or carried by a creature, that creature makes a Strength saving throw. On a success the object isn't affected. The AC for this feature is 10 + your Constitution modifier. Luck Beginning at 2nd level, the amount of favoritism you recieve from reality becomes even more intense. This is represented by luck points. You have 2 luck points and recieve more as you gain higher levels, as shown in the Luck Points column of the Blessed table. You regain all spent luck points after a long rest Bend the World When you use your Convenience feature, you may spend luck points to affect larger objects as shown in the table Affecting Larger Objects Luck Points Size 2 Small 4 Medium 6 Large 8 Huge 10 Gargatuan You can not affect an object larger than a 400 foot cube with this feature. Destructive Influence When you use your Convenience feature, you may spend luck points to break an object as an action. The amount of luck points required depends on the material of the object. Breaking Objects Luck points Material 1 paper, fabric, glass, soil 2 wood, ice 3 stone, bone 4 metal Hard Miss Beginning at 3rd level, when an enemy rolls to attack you and fails you can use your reaction and spend 1 luck point to force them to make a Dexterity saving throw again your AC (10 + your Constitution modifier). On a failure they are knocked over by the force of their own attack and fall prone. Fateful Discovery Beginning at 3rd level, everything you want comes to you effortlessly. As an action you may announce a goal to the DM and spend one luck point. You will then notice or recieve within 5 feet of you an object that is in someway helpful to that goal. The object has to be something that is common in the environent in which you are in and can't be worth more than 1 CP. For example, you might find a piece of flint when you are trying to light a fire. The exact object is decided by the DM. Attribute Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead. Hard Miss Beginning at 10th level, when you use your Hard Miss feature you may use 3 luck points instead of 1 and replace the feature's affects with one of the following The creature is knocked unconscious for 1 minute

The creature has to reroll the attack, this time aiming at your choice of itself or another target within range Fateful Discovery Beginning at 17nth level, you can spend 6 luck points instead of 1 when you use your Fateful Discovery feature and give the object you find one of the following affects The object is imbued with a cantrip of your choice

The object is imbued with a 1st level spell of your choice. After two uses of that spell, the object is destroyed.

The object inflicts a damage type of your choice. The object contains information on a subject of your choice. While you examine it, you can make either Arcana or History rolls related to the subject with advantage.

The object is precious to a creature of your choice. While you hold it, you have advantage on all Charisma rolls against that creature. Deus Ex Machina Beginning at 20th level, your attacks miracleously get through even the strongest of defenses. By spending 10 luck points when you make an attack roll, the damage from that attack ignores resistance and immunity.