Manifesting Time: 1 action
Range: 120 feet
Maintenance: Concentration, up to 1 minute
You control the chaotic force of chance, pivoting the odds to your favor or the disfavor of another. A creature targeted by a hex must succeed on a Charisma saving throw or be hexed as long as the power is in effect. The remove curse spell ends the power on a target.
You grant either a boon or a hex upon a creature that you can see within range. Once each round, when a target makes an ability check, you can choose to roll a d4 and add the number rolled to the check if it is a boon, or subtract it if it is a hex. You can choose which roll to modify after knowing whether it succeeds or not.
0. When you augment the power with at least 1 power point, but don’t create a luck field, you can target up to three creatures you can see within range. You choose whether to grant a boon or hex for each target, and can trigger boons and hexes for each creature once each round.
Empower. For every 2 additional power points you spend, you can target one additional creature. If you augment the power to create a luck field, the field’s radius increases by 5 feet for every 2 additional power points you spend instead.
1. You can also trigger boons and hexes when a target makes an attack roll or saving throw.
Empower. When you spend 4 power points (5), you can also trigger boons and hexes on damage rolls and rolls made to regain hit points.
2. The size of the boon/hex die increases to a d6.
Empower. When you spend 4 power points (6), the size of the boon/hex die increases to a d8.
2. Once each turn, when you roll a 1 or 2 on a boon or a hex die, you can choose to reroll the die. You use the higher of the rolls.
3. You jinx one nonmagical weapon or armor you can see within range. A jinxed weapon incurs your hex die whenever it is used to make an attack roll. A jinxed armor allows each attack roll made against its wearer to add your boon die. If the object is held or worn when you target it, the creature must succeed on a Charisma saving throw or the object is jinxed as long as the power is in effect.
4. You can trigger boons and hexes on each target one additional time each round. You can take this augmentation multiple times.
9. You choose a point in space and create a luck field that is a 15-foot radius sphere. When you create the field, you choose whether it grants boons or hexes. Each creature adds or subtracts your boon/hex die on each ability check, attack roll, and saving throw it makes within the field.
When a creature enters the luck field, you can reverse the field, turning a boon into a hex or vice versa as a reaction. You can also reverse the field as a bonus action.