Base Class: Wizard
Chancers are users of desperation magic that have learned how to gamble with their own life force. By taking calculated risks, they can cast spells more frequently and do more damage - but if the odds aren't in their favor they may be down for the count.
Take a Chance on Me
Chancers take risks with every spell. When casting a spell, chancers roll 1d8 per level that the spell is cast (1st level spell is 1d8, 2nd level spell is 2d8, so forth). If any of the dice are ones, the total of the dice is the amount of damage taken. This damage is taken after the spell is cast but before its effects take place.
Chancers do not use spell slots. They can continue to cast spells at any level at the risk of taking damage.
Don't Stop Me Now
At level 6, when casting an attack spell or a spell that deals damage, you may roll an equal number of d12s as you would normally roll a d8. If you choose to do this, you may deal an additional amount of damage equal to half of the original (1.5 total the amount of damage).
At 14th level you may instead use a d20 to do double damage.
Live and Let Die
Beginning at level 10, on spell attack rolls, you may roll with advantage in any situation (if you would have rolled with disadvantage, this is a straight roll). However, if either of the dice roll a one, take damage equal to the total of the two dice combined.
Don't Stop 'Til You Get Enough
At level 14, once per long rest, you gain a chance point. This functions similarly to a luck point, and can be used on any attack roll, saving throw, or ability check, but you instead roll two additional dice. You may choose any of the dice rolled for the roll, but if any of them roll a one, you take damage equal to the total of the dice. This ability can be used with advantage or disadvantage, but all dice are included in the total.
Previous Versions
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