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*'''Favor'''. When talking to another sentient creature, you may attempt to gain a favor from them. By spending 1 minute or more talking to a creature, you can ask them for a favor. To do so, make a Charisma (Deception) or (Persuasion) check, with a '''DC''' set by the GM, as appropriate for your relationship with that character. Generally, a the '''DC''' should be about 10 for a friendly character, about 15 for a neutral character, and about 20 for an unfriendly character. If you are successful, that character will provide the favor, provided it causes them no harm. Once you have used this ability, you cannot use it again until you have finished a long rest.
 
*'''Favor'''. When talking to another sentient creature, you may attempt to gain a favor from them. By spending 1 minute or more talking to a creature, you can ask them for a favor. To do so, make a Charisma (Deception) or (Persuasion) check, with a '''DC''' set by the GM, as appropriate for your relationship with that character. Generally, a the '''DC''' should be about 10 for a friendly character, about 15 for a neutral character, and about 20 for an unfriendly character. If you are successful, that character will provide the favor, provided it causes them no harm. Once you have used this ability, you cannot use it again until you have finished a long rest.
 
*'''Fool’s Luck'''. Prerequisite: Charisma 13+. As an Action, you can spend a Destiny Point and you gain a benefits each round for 1 minute (10 rounds) or until you are Incapacitated or reduced to 0 hit points. For the duration, you gain your Charisma bonus as an additional bonus to one of the following: ability checks, armor class, attack rolls, saving throws or skill checks. The benefit last until the begining of your next round and you can change the type of benefit each round as a free action. You must complete a short or long rest to use talent again.
 
*'''Fool’s Luck'''. Prerequisite: Charisma 13+. As an Action, you can spend a Destiny Point and you gain a benefits each round for 1 minute (10 rounds) or until you are Incapacitated or reduced to 0 hit points. For the duration, you gain your Charisma bonus as an additional bonus to one of the following: ability checks, armor class, attack rolls, saving throws or skill checks. The benefit last until the begining of your next round and you can change the type of benefit each round as a free action. You must complete a short or long rest to use talent again.
*'''Fortune’s Favor'''. When you score a critical hit with an attack roll, you gain another immediate Action.
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*'''Fortune’s Favor'''. When you score a critical hit with an attack, you can use your Reaction to gain another immediate Action.
 
*'''Gambler'''. You have Advantage on all Charisma (Gambling) skill checks, and games of chance and in addition you gain a +2 luck bonus with the skill checks.
 
*'''Gambler'''. You have Advantage on all Charisma (Gambling) skill checks, and games of chance and in addition you gain a +2 luck bonus with the skill checks.
 
*'''Jack of All Trades'''. Sometimes you surprise others with your skill. You add ½ your Proficiency bonus, round up, to any ability check you make that doesn’t already include your proficiency bonus.
 
*'''Jack of All Trades'''. Sometimes you surprise others with your skill. You add ½ your Proficiency bonus, round up, to any ability check you make that doesn’t already include your proficiency bonus.

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