The Church of the Second Chance

[Author Roland Rogers is a 13-year-old 13th Age player whose One Unique Thing is that he Knows All the Monsters. ]

Do you want to annoy your GM?

Do you want to never be hit by any attack?

Do you want to always get the most out of your most useful spells?

Do you want your teammates to always get the most out of their attacks?

Do you want to never miss?

Look no further.

Use these abilities that cause or force rerolls or allow another attack. The page references are in brackets.

Core Book

Lethal – Half-orc racial power (65)

Once per battle, reroll a melee attack and choose the preferred roll


Evasive – Halfling racial power (70)

Once per battle, force an enemy that hits you with an attack to reroll the attack with a -2 penalty


Justice or Vengeance – Cleric domain (95)

When an enemy scores a critical hit on you or one of your allies, you gain an attack reroll blessing to give to a nearby ally. They can use it to reroll an attack this battle.


Trickery or Illusion – Cleric domain (97)

Once per battle as a quick action roll a d20. This is your trick die. You can change an ally or enemy’s natural attack roll to the result of the trick die


Hammer of faith – Cleric spell (98)

Once during the battle when this spell is active, reroll a basic melee attack and keep the result


Prayer for readiness – Cleric spell (101)

5 nearby allies gain a blessing. Later during the battle, any targeted ally can use the blessing to reroll a missed attack


Comeback strike – Fighter talent (105)

Once per battle when you miss a fighter attack, make another attack with a -2 penalty


Hack & Slash – Fighter Maneuver (108)

When you get a natural even roll, and the escalation die is 2+, make a second melee weapon attack against a second target.


Spinning charge – Fighter Maneuver (109)

When you move before you attack and roll a natural even hit, then after dealing damage you can pop free from the target, move to a different enemy and make a basic melee attack against that enemy


Swift dodge – Rogue power (130)

Requires momentum – if you are hit by an attack against AC you can make the attacker reroll the attack


Assassin’s gambit – Rogue power (131)

Make a melee attack dealing half damage, and if you kill the enemy then you can make another attack


13 True Ways

Try again – Commander command (36)

Let an ally reroll an attack, but they must keep the reroll

Timely mistake – Occultist spell (108)

When an enemy hits you or one of your allies with a natural roll, you can make them reroll the attack and take the lower result











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