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
Proficiencies
Starting Equipment
Class Resources
Class Abilities
Martial Abilities
Clumsy Redirect
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.
Slip Points
Fortunate Fail (usable)
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.
Slip Points & Clumsy Instinct
Trip-and-Throw
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.
Clumsy Instinct
Slip Shot
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.
Improvised weapons proficiency (gained at 10th if needed)
Graceful Tumble (Skill Bonus)
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.
Graceful Tumble
Rolling Momentum
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.
Graceful Tumble
Rolling Momentum (Improved)
While in Rolling Momentum you can spend an additional Slip Point to increase attack damage and force prone automatically on failed saves.
Rolling Momentum
Aura of Unlikely Fortune
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.
Rolling Momentum
Improvised Miracle
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.
Improvised Miracle feature
Catastrophic Clutz (Enhanced Fortunate Fail)
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).
Fortunate Fail
Turn Critical into Normal
Reaction: When you would be hit by a critical hit, spend 1 Slip Point to make it a normal hit instead.
Catastrophic Clutz
Trip-and-Snare
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).
Fortunate Fail
Lucky Throw
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.
Fortunate Fail
Hapless Setup
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.
Unintentional Saboteur subclass
Bumbling Counterspell
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.
Merry Misarchist subclass
Applause of Accidents (Social Catastrophe)
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.
Blunderheart subclass
Pandemonium Field
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.
Merry Misarchist subclass
Human Boulder (Capstone Jump)
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.
Rumbletumbler subclass
Transformations
Rolling Avalanche
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).
+60 ft movement in straight line, Pass through creatures, Resistance to bludgeoning while rolling
Improvised multiattack at end of roll
Must roll in roughly a straight line, Cannot take reactions except to end early while rolling
Spilled Charm
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.
Allies +2 Charisma checks, Advantage on Persuasion for witnesses
Only affects creatures who saw the triggering mishap
Auras
Aura of Unlikely Fortune
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.
Allows you to spend Slip Points to force disadvantage or reroll for attackers targeting allies within the aura.
Bonus Action
This aura can be toggled on or off.
Companions
Wayward Sprite
Level 3A tiny, accident-prone fey that seems to live off your misfortunes. It flits about, drawing attention and occasionally stealing a misplaced blow.
Stealth +Dex
Darkvision 30 ft
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).
Follow (autonomous), Distract (bonus action), Interfere (use reaction to impose disadvantage on one attack per short rest)
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)
Fortunate Fail (Mishap & Boon Table) (Level 1)
Resource Cost: 1 Slip Point
Prerequisite: Slip Points & Clumsy Instinct
Graceful Tumble (Level 2)
Prerequisite: Slip Points & Clumsy Instinct
Accidental Prowess (Level 3)
Clumsy Redirect (Reaction) (Level 3)
Resource Cost: 1 Slip Point
Prerequisite: Slip Points & Clumsy Instinct
Rolling Momentum (Level 6)
Resource Cost: 1 Slip Point
Prerequisite: Graceful Tumble
Aura of Unlikely Fortune (Level 7)
Prerequisite: Rolling Momentum
Improvised Miracle (Level 10)
Prerequisite: Rolling Momentum
Catastrophic Clutz (Level 14)
Prerequisite: Fortunate Fail
Walking Catastrophe (Capstone) (Level 20)
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!