Clutz

Clutz — the improbable survivor. Clutzes are tricksters of misfortune: they thrive because fate keeps slamming doors closed on everyone but them. They're the person who trips over nothing and somehow redirects an archer's shot into a tree, or sneezes in the face of a raging berserker and the berserker swings at air.

Class Features

Hit Die d8
Primary Ability Dexterity, Charisma
Saving Throws Dexterity, Constitution

Proficiencies

Armor Light armor
Weapons Simple weapons, Hand crossbows, Shortswords, Daggers, Quarterstaffs
Tools None
Skills Choose 3 from Acrobatics, Athletics, Insight, Performance, Persuasion, Sleight of Hand, Stealth

Starting Equipment

• A: Leather armor, a simple weapon, two improvised trinkets
• B: A shortsword, a dagger, and a set of entertainer's clothes
• C: A light crossbow, 20 bolts, and a backpack with 3 common improvised items (rope, lantern, chain)

Class Resources

Slip Points 6 (Short Rest (actual number equals proficiency bonus as noted in features))

Class Abilities

Martial Abilities

Resource Slip Points
Clumsy Redirect
Reaction 1 Slip Point Level 3

Reaction: When an attack would hit you or a creature within 15 ft, spend 1 Slip Point to redirect it to a new target within range. New target chosen by you; attack against new target made with disadvantage if it is an enemy. You can use this reaction a number of times equal to your proficiency bonus per long rest.

Prerequisites:

Slip Points

Control Effect
Conditions: Attack may miss if no valid target exists
Duration: Instant
Fortunate Fail (usable)
Instant 1 Slip Point Level 1

Use on a natural 1 for attacks, checks, or saves to trigger a Mishap & Boon effect. Spend 1 Slip Point to roll on the table.

Prerequisites:

Slip Points & Clumsy Instinct

Buff Effect
Conditions: Various beneficial or harmful effects depending on roll
Duration: Varies by roll
Trip-and-Throw
Reaction/Movement 1 Slip Point Level 1

When you fall or are knocked prone, you may spend 1 Slip Point to make one improvised attack as part of that motion. You may also attempt to shove a creature as part of that attack.

Prerequisites:

Clumsy Instinct

Damage Effect
Saving Throw: Strength
Damage: 1d4 bludgeoning
Conditions: May knock target prone or shove 5 ft
Duration: Instant
Slip Shot
Action 1 Slip Point (optional) Level 1

As an action, you hurl an improvised object (coin, boot, pie) at a target within 20 ft. This deals 1d6 + Dex mod bludgeoning damage and may impose a minor Mishap effect (DM adjudicates). Spend 1 Slip Point to treat the attack as magical for resistances.

Prerequisites:

Improvised weapons proficiency (gained at 10th if needed)

Damage Effect
Damage: 1d6 + Dex mod bludgeoning (Add +1d6 if expend an additional Slip Point at higher levels)
Duration: Instant
Graceful Tumble (Skill Bonus)
Passive Level 2

Passive: add half proficiency to Acrobatics; reduce fall damage by 1d6 + Dex mod; spend 1 Slip Point to negate trap damage once per short rest.

Prerequisites:

Graceful Tumble

Buff Effect
Conditions: Reduces fall damage, Increases Acrobatics skill
Duration: Always active
Rolling Momentum
Action 1 Slip Point Level 6

Action: Spend 1 Slip Point to enter Rolling Momentum for 1 minute. +20 ft move, move through creatures' spaces, knock creatures prone (Str save for half/avoid), improvised attack on exit for 1d6 + Dex mod.

Prerequisites:

Graceful Tumble

Control Effect
Saving Throw: Strength
Damage: 1d6 + Dex mod bludgeoning
Conditions: Knock prone on failed save
Duration: Up to 1 minute
Rolling Momentum (Improved)
Action 1 additional Slip Point Level 6

While in Rolling Momentum you can spend an additional Slip Point to increase attack damage and force prone automatically on failed saves.

Prerequisites:

Rolling Momentum

Damage Effect
Saving Throw: Strength
Damage: 2d6 + Dex mod bludgeoning
Conditions: Automatic prone on failed save
Duration: Instant
Aura of Unlikely Fortune
Bonus Action 1 Slip Point per use Level 7

Bonus Action: create 10-ft aura for 1 minute. Allies in aura: when targeted by an attack, you can spend 1 Slip Point to impose disadvantage or force reroll to the attack (use lower result). Uses equal to proficiency bonus per long rest.

Prerequisites:

Rolling Momentum

Buff Effect
Conditions: Impose disadvantage or force attacker reroll (use lower)
Duration: 1 minute aura; effect instantaneous when used
Improvised Miracle
Passive/Action 1 Slip Point (damage boost) Level 10

Passive/Reaction: Treat improvised weapons as magical and add +1d6 damage once per attack if spending 1 Slip Point. Once per long rest an improvised throw can create a small environmental effect.

Prerequisites:

Improvised Miracle feature

Damage Effect
Damage: +1d6 force (if expended)
Duration: Instant
Catastrophic Clutz (Enhanced Fortunate Fail)
Instant 2 Slip Points Level 14

When you roll a natural 1, you may expend 2 Slip Points to roll 2d8 on the Mishap table: both a Mishap and a Boon occur (Mishap affects you).

Prerequisites:

Fortunate Fail

Buff Effect
Conditions: Two distinct Mishap/Boon results
Duration: Varies by events triggered
Turn Critical into Normal
Reaction 1 Slip Point Level 20

Reaction: When you would be hit by a critical hit, spend 1 Slip Point to make it a normal hit instead.

Prerequisites:

Catastrophic Clutz

Control Effect
Conditions: Negates critical hit only
Duration: Instant
Trip-and-Snare
Action/Reaction 1 Slip Point Level 5

You can spend 1 Slip Point to convert a Mishap result into a small restraining effect: the target must succeed on a Dexterity saving throw or be restrained until end of your next turn (DM rules apply).

Prerequisites:

Fortunate Fail

Control Effect
Saving Throw: Dexterity
Conditions: Restrained on failed save
Duration: Until end of your next turn
Lucky Throw
Action 1 Slip Point (optional) Level 1

As an action you may throw an improvised object to deal 1d6 + Dex mod bludgeoning and knock the target back 5 feet on a failed Strength save (DC 8 + prof + Dex). Spend 1 Slip Point to increase damage by 1d6.

Prerequisites:

Fortunate Fail

Damage Effect
Saving Throw: Strength
Damage: 1d6 + Dex mod (add +1d6 if Slip Point spent) bludgeoning
Conditions: Knockback 5 ft on failed save
Duration: Instant
Hapless Setup
Action/Bonus 1 Slip Point Level 3

As part of Sleight of Hand or stealthy activity, spend 1 Slip Point to place a minor trap/diversion (5-ft square) that imposes disadvantage on Perception and slows creatures entering it. You may maintain up to proficiency bonus traps.

Prerequisites:

Unintentional Saboteur subclass

Control Effect
Conditions: Difficult terrain and disadvantage on Perception for creatures in square
Duration: Until your next short rest or until triggered
Bumbling Counterspell
Reaction 2 Slip Points Level 6

Reaction: When a creature within 30 ft casts a spell, spend 2 Slip Points to force them to reroll their spell attack or spell save determination and use the lower result. If it becomes a natural 1, the spell fizzles and the caster takes 1d6 psychic damage per spell level.

Prerequisites:

Merry Misarchist subclass

Debuff Effect
Saving Throw: None
Damage: 1d6 per spell level (if fizzled) psychic
Conditions: Fizzle spell on natural 1
Duration: Instant
Applause of Accidents (Social Catastrophe)
Instant 2 Slip Points Level 17

Once per long rest spend 2 Slip Points when failing a major social roll to turn failure into a charismatic spectacle that charms/distracts observers. Effects include charmed condition or disadvantage on saves for 1 minute; DM adjudicates audience size.

Prerequisites:

Blunderheart subclass

Buff Effect
Saving Throw: Wisdom
Conditions: Charm/distract multiple creatures
Duration: 1 minute (repeat saves allowed)
Pandemonium Field
Action 3 Slip Points Level 17

Once per long rest, expend 3 Slip Points to erupt chaotic energy in 30-ft radius: enemies must make a Wisdom save or suffer a random Mishap effect and be incapacitated or frightened for 1 round (DM chooses outcome); allies gain advantage on attacks against affected foes for 1 minute.

Prerequisites:

Merry Misarchist subclass

Control Effect
Saving Throw: Wisdom
Conditions: Random Mishap applied to enemies, Allies gain advantage on their attacks against affected creatures
Duration: 1 round for major effect; 1 minute for advantage
Human Boulder (Capstone Jump)
Action 2 Slip Points Level 17

Once per long rest, spend 2 Slip Points to enter a 10-minute Rolling Momentum: immunity to grapple, resistance to nonmagical physical damage, and creatures you pass through must make Strength saves or be stunned until end of your turn.

Prerequisites:

Rumbletumbler subclass

Buff Effect
Saving Throw: Strength
Conditions: Immunity to grapple, Resistance to nonmagical physical damage, Potential stun on creatures you pass through
Duration: 10 minutes

Transformations

Rolling Avalanche
Instantaneous movement (roll), lasts until roll ends 2 Slip Points Level 6

A short-duration transformation where you become a compact whirlwind of stumbling momentum. You curl up and roll in a straight line up to 60 ft as part of the action, passing through creatures' spaces. Creatures you pass through must succeed on a Strength saving throw (DC 8 + proficiency + Dex mod) or take 2d6 bludgeoning and be knocked prone. Allies you pass through are unaffected. While in this form you have resistance to bludgeoning damage and cannot take reactions other than to end the roll prematurely. You can end the roll early and stand, making one improvised attack against each creature whose space you passed through. This costs 2 Slip Points and lasts until the roll ends (instantaneous movement).

Changes:

+60 ft movement in straight line, Pass through creatures, Resistance to bludgeoning while rolling

Special Actions:

Improvised multiattack at end of roll

Limitations:

Must roll in roughly a straight line, Cannot take reactions except to end early while rolling

Spilled Charm
1 minute 1 Slip Point Level 3

You exaggerate an embarrassment into a charismatic aura for 1 minute. Allies within 10 ft of you gain +2 to Charisma checks and advantage on Persuasion checks against creatures that witnessed your mishap. Costs 1 Slip Point; once used, can be used proficiency bonus times per long rest.

Changes:

Allies +2 Charisma checks, Advantage on Persuasion for witnesses

Limitations:

Only affects creatures who saw the triggering mishap

Auras

Aura of Unlikely Fortune
10-foot radius Level 7

You project an aura of improbable luck. Allies in a 10-foot radius can have attacks against them impose disadvantage once per attack if you spend 1 Slip Point when the attack roll is made. The aura lasts 1 minute and is toggleable when activated as a bonus action.

Effect:

Allows you to spend Slip Points to force disadvantage or reroll for attackers targeting allies within the aura.

Activation:

Bonus Action

This aura can be toggled on or off.

Companions

Wayward Sprite
Tiny fey familiar-like creature
Level 3

A tiny, accident-prone fey that seems to live off your misfortunes. It flits about, drawing attention and occasionally stealing a misplaced blow.

Statistics:
HP 1d4 + your level/4 (scales slowly)
AC 13
STR 2
DEX 16
CON 10
INT 8
WIS 12
CHA 14
Speed:
Walk 30 ft.
Fly 40 ft.
Skills:

Stealth +Dex

Senses:

Darkvision 30 ft

Features:

Distracting Flit: As a bonus action, the sprite can distract one creature adjacent to it, giving the creature disadvantage on Perception checks until the end of its next turn., Pickpocket Chance: Once per short rest, when an enemy misses you or an ally in melee, the sprite can attempt to steal a small item (DM determines success and item).

Commands:

Follow (autonomous), Distract (bonus action), Interfere (use reaction to impose disadvantage on one attack per short rest)

Scaling:

Level 5: HP increases by 1d4 per 4 clutz levels; Distracting Flit can impose disadvantage on saves vs being charmed.

Level 11: Pickpocket Chance can snatch a small magical focus; DM discretion.

Class Features

Slip Points & Clumsy Instinct (Level 1)

You have learned to make your missteps useful. You gain a resource called Slip Points equal to your proficiency bonus (minimum 2). Slip Points recharge on a short rest. You start with 2 Slip Points at 1st level (this scales with proficiency bonus). You gain the following baseline benefits: - Clumsy Instinct (passive): When you are knocked prone, pushed, fall, or otherwise involuntarily moved, you may spend 1 Slip Point to immediately move up to half your speed as part of that motion without provoking opportunity attacks and, if you end that motion adjacent to a creature, make one improvised attack against it as part of the same reaction or movement (attack uses your proficiency and Dexterity). - Mishap Tendency: On any natural 1 you roll for an attack roll, ability check, or saving throw, you can spend 1 Slip Point to roll on the Mishap & Boon Table (see 'Fortunate Fail'), transforming the failure into a chaotic effect. You can instead accept the natural 1 as normal.

Fortunate Fail (Mishap & Boon Table) (Level 1)

When you trigger Fortunate Fail (see Slip Points & Clumsy Instinct), roll 1d8 and apply the result. You choose whether to apply the Mishap effect (bad for you) or the Boon effect (good for you) after rolling, but you must accept the roll. Effects target the triggering creature unless noted. Typical table entries (DM may reskin): 1. Trip: You stumble and fall; you take no fall damage this instance and any creature that hits you with a melee attack must succeed on a Dexterity saving throw (DC 8 + your proficiency + your Dex mod) or trip and fall prone. (Boon: one nearby enemy falls prone; Mishap: you fall prone but gain advantage on one attack next turn.) 2. Sneeze: You sneeze dramatically. (Boon: one enemy within 10 ft is blinded until the end of their next turn. Mishap: you are blinded until end of your next turn but gain +2 to Charisma checks for the same time.) 3. Loud Laughter: You laugh at an inopportune time. (Boon: you impose disadvantage on a hostile creature's saving throw vs. being charmed by an ally within 15 ft. Mishap: you are considered charmed by the nearest hostile creature for 1 round.) 4. Slippery Swap: Your momentum reroutes an attack. (Boon: you may redirect one attack that would hit an ally within 5 ft to instead target you with disadvantage. Mishap: an ally within 5 ft of you is accidentally targeted by an effect you meant to avoid.) 5. Tangled Footing: Your clothes or gear become an obstacle. (Boon: create a 5-ft radius difficult terrain that lasts until your next turn; enemies that enter it must succeed on a Strength save or be restrained briefly. Mishap: you are restrained until the end of your next turn.) 6. Lucky Throw: You inadvertently throw something. (Boon: an improvised projectile deals 1d6 + Dex mod bludgeoning to a target within 20 ft and may knock them back 5 ft. Mishap: you drop your weapon but it lands at your feet.) 7. Wild Magpie: A small object you hit or drop becomes distracting. (Boon: grant an ally within 10 ft +2 to their next attack roll. Mishap: you drop a loud object that reveals your position.) 8. Backfire Turnabout: Fate flips. (Boon: one hostile creature within 30 ft must reroll its last attack roll, saving throw, or skill check and take the worse result. Mishap: you immediately fail your next saving throw but allies gain +1 AC against the next attack targeting you.) Use of Fortunate Fail costs 1 Slip Point unless the feature itself specifies otherwise.

Resource Cost: 1 Slip Point

Prerequisite: Slip Points & Clumsy Instinct

Graceful Tumble (Level 2)

At 2nd level you train to land — accidentally well. You add half your proficiency bonus (rounded down) to Dexterity (Acrobatics) checks, and when you fall, take bludgeoning damage from a fall, or are shoved, you can reduce the damage by 1d6 + your Dexterity modifier and may move up to 10 feet as part of the fall (this movement ignores difficult terrain). Additionally, once per short rest when you would take damage from a trap, hazard, or falling object, you can spend 1 Slip Point to take no damage and be moved to an adjacent square instead.

Prerequisite: Slip Points & Clumsy Instinct

Accidental Prowess (Level 3)

At 3rd level you pick a specialty in how your misfortune best serves allies. Choose a Clutz Discipline: The Blunderheart, The Rumbletumbler, The Unintentional Saboteur, or The Merry Misarchist. This choice grants subclass features at 3rd, 6th, 11th, and 17th level.

Clumsy Redirect (Reaction) (Level 3)

Starting at 3rd level, when an attack would hit you or a creature within 15 ft of you, you can spend 1 Slip Point as a reaction to attempt to redirect the attack using your chaotic movement. The attack roll is recalculated against a new target of your choice that is within range and line of effect of the original attack (the DM adjudicates whether the new target is reasonable); if no valid target exists the attack misses. If you choose an enemy as the new target, the attack is made with disadvantage. You can use this reaction a number of times equal to your proficiency bonus per long rest.

Resource Cost: 1 Slip Point

Prerequisite: Slip Points & Clumsy Instinct

Rolling Momentum (Level 6)

At 6th level your accidents become deliberate physics. As an action, you may spend 1 Slip Point to enter a Rolling Momentum for up to 1 minute: you gain 20 ft extra walking speed, you may move through creatures' spaces (each creature you enter must succeed on a Strength saving throw DC 8 + your proficiency + your Dex mod or be knocked prone), and when you end your roll you make an improvised attack against each creature whose space you entered dealing 1d6 bludgeoning + your Dexterity modifier. This movement doesn't provoke opportunity attacks from creatures you passed through. Once you use this feature, you cannot use it again until you finish a short or long rest.

Resource Cost: 1 Slip Point

Prerequisite: Graceful Tumble

Aura of Unlikely Fortune (Level 7)

At 7th level you radiate improbable luck. As a bonus action, you can project an aura in a 10-foot radius centered on you that lasts 1 minute or until you dismiss it (no concentration required). While the aura is active, whenever an ally in the aura would be the target of an attack or a hostile spell that requires an attack roll, you can spend 1 Slip Point to impose disadvantage on that attack roll (your choice after the attack roll is made) or force the attacker to reroll and use the lower roll. You can use this aura a number of times equal to your proficiency bonus per long rest; activating the aura uses no resource but spending Slip Points in it does.

Prerequisite: Rolling Momentum

Improvised Miracle (Level 10)

At 10th level you turn objects into opportunity. You gain proficiency with improvised weapons (if you already have it, double proficiency). You can spend 1 Slip Point to treat an improvised weapon attack you make as magical for overcoming resistances and add +1d6 damage to the attack. Additionally, once per long rest you can throw an improvised object as part of a Fortunate Fail result and cause a minor environmental effect (startle, small explosion of dust, dropped chandelier-like effect as adjudicated by the DM).

Prerequisite: Rolling Momentum

Catastrophic Clutz (Level 14)

At 14th level your disasters become campaign-changing. When you roll a natural 1 on an attack roll, ability check, or saving throw and expend 2 Slip Points, you trigger an enhanced Fortunate Fail (roll 2d8, choose one result to be Mishap and the other to be Boon; both effects occur but you apply Mishap to yourself and Boon to a creature you choose within 60 ft). You also gain resistance to bludgeoning, piercing, and slashing damage while you are not incapacitated and have at least 1 Slip Point.

Prerequisite: Fortunate Fail

Walking Catastrophe (Capstone) (Level 20)

At 20th level you are a legend of improbable survival. When you would be reduced to 0 HP, you may immediately expend all your remaining Slip Points to instead be knocked prone at 1 HP and trigger a 'Cataclysmic Mishap' (roll 3d8 on the Mishap & Boon table and apply the three results: one Mishap applies to you, two Boons apply to chosen allies or to force enemies to reroll). Once you use this feature, you can't use it again until you finish a long rest. Additionally, whenever you would be targeted by a critical hit, you may spend 1 Slip Point to turn it into a normal hit.

Resource Cost: All Slip Points

Prerequisite: Catastrophic Clutz

Ready to Explore More Class Options?

Join thousands of players and discover detailed class features, subclasses, and gameplay hooks with Fable Fiesta!

Register to unlock spellcasting details, subclass features, and class-specific quests!

Sign Up Now - It's Free!

No credit card required. Start exploring in minutes!