Base Class: Wizard
You have studied chance and probability and used them to access powerful magic. With great risk comes the possibility of great reward. This form of gambling-based magic is particularly centered around prime numbers, numbers that can't be divided naturally by anything but themselves and 1.
Rapture and Woe
2nd-level Chance Magic feature
Starting at 2nd level you can roll on the Table of Rapture during a long rest. You can roll on the Table of Rapture a number of times equal to double your Proficiency bonus. However, every roll after the first roll, you must also roll the Table of Woe. Whether you roll or not, any effects gained by the Table of Rature or the Table of Woe from your previous long rest are ended. Any advantage or disadvantage gained by either table cancels out with the opposite effect like normal.
Table of Rapture
|
D100 |
EFFECT |
|---|---|
|
01–02 |
You gain nothing must roll on the Table of Woe. |
|
03–04 |
You have advantage on all Perception and Insight checks. |
|
05–06 |
You have advantage on all Persuasion and Deception checks. |
|
07–08 |
You have advantage on all Athetics and Acrobatics checks. |
|
09–10 |
You have advantage on all Investigation and Arcana checks. |
|
11–12 |
You have advantage on all Survival and Nature checks. |
|
13–14 |
You have advantage on all Religion and History checks. |
|
15–16 |
You have advantage on all Stealth and Sleight of Hand checks. |
|
17–18 |
You have advantage on all Medicine and Animal handling checks. |
|
19–20 |
You have advantage on all Performance and Intimidation checks. |
|
21–22 |
You have advantage on all Strength saving throws. |
|
23–24 |
You have advantage on all Dexterity saving throws. |
|
25–26 |
You have advantage on all Constitution saving throws. |
|
27–28 |
You have advantage on all Wisdom saving throws. |
|
29–30 |
You have advantage on all Intelligence saving throws. |
|
31–32 |
You have advantage on all Charisma saving throws. |
|
33–34 |
You are resistant to fire and cold damage (if you are already resistant then you become immune). |
|
35–36 |
You are resistant to lightning and thunder damage (if you are already resistant then you become immune). |
|
37–38 |
You are resistant to acid and poison damage (if you are already resistant then you become immune). |
|
39–40 |
You are resistant to radiant and necrotic damage (if you are already resistant then you become immune). |
|
41–42 |
You are resistant to force and psychic damage (if you are already resistant then you become immune). |
|
43–44 |
You are resistant to slashing damage (if you are already resistant then you become immune). |
|
45–46 |
You are resistant to piercing damage (if you are already resistant then you become immune). |
|
47–48 |
You are resistant to bludgeoning damage (if you are already resistant then you become immune). |
|
49–50 |
You have advantage on initiative rolls. |
|
51–52 |
You have double movement speed. |
|
53–54 |
You gain a swimming speed equal to Your walking speed (if you already have swimming speed it is doubled). |
|
55–56 |
You gain a climbing speed equal to Your walking speed (if you already have a climbing speed it is doubled). |
|
57–58 |
You gain a flying speed equal to Your walking speed (if you already have a flying speed it is doubled). |
|
59–60 |
You gain 10 feet of blindsight, (if you already have blindsight then this 10 feet is added to your range). |
|
61–62 |
You gain 10 feet of true sight, (if you already have truesight then this 10 feet is added to your range). |
|
63–64 |
You gain an bonus to your AC equal to your Intelligence modifier. |
|
65–66 |
You cannot be grappled or restrained. |
|
67–68 |
|
|
69–70 |
You cannot be charmed, frightened, or magically put to sleep. |
|
71–72 |
You cannot be hot by opportunity attacks. |
|
73–74 |
You gain 60 feet of telepathy (if you already have 60 feet of telepathy, the range is doubled). |
|
75–76 |
You can choose one spell from another class’s spell list to replace one of your prepared spells |
|
77–78 |
You learn a language of your choice that you’ve heard before. |
|
79–80 |
You gain expertise in one tool. |
|
81–82 |
You can choose one first level spell that you have prepared to cast at will without costing spell slots, if you cast the spell above 1st level it uses spell slots like normal |
|
83–84 |
The first time you would drop to 0 hitpoints, you instead drop to 1. |
|
85–86 |
The range of any ranged attack (including spell attacks) is doubled. |
|
87–88 |
You can double the duration of any spell with the casting range of self. |
|
89–90 |
You can cast your spells without somatic or verbal components. |
|
91–92 |
When you are targeted by a spell that would restore your hitpoints, you gain the max amount from the spell |
|
93–94 |
Whenever you cast a 1st level spell or higher, you can heal a number of hitpoints equal to twice the spell’s level |
|
95–96 |
Whenever you cast a 1st level spell or higher, you can heal one creature you see within 60ft of you, other than yourself, a number of hitpoints equal to twice the spells level |
|
97–98 |
You gain temporary hitpoints equal to twice your wizard level. |
|
99–00 |
You can choose one of the benefits on the table and roll for an additional benefit without rolling on the Table of Woe (this does not count towards your number of rolls). |
Table of Woe
|
D100 |
EFFECT |
|---|---|
|
01–02 |
You must roll on this table two more times. |
|
03–04 |
You have disadvantage on all Perception checks. |
|
05–06 |
You have disadvantage on all Persuasion checks. |
|
07–08 |
You have disadvantage on all Investigation checks. |
|
09–10 |
You have disadvantage on all Athletics checks. |
|
11–12 |
You have disadvantage on all Survival checks. |
|
13–14 |
You have disadvantage on all Religion checks. |
|
15–16 |
You have disadvantage on all Stealth checks. |
|
17–18 |
You have disadvantage on all Medicine checks. |
|
19–20 |
You have disadvantage on all Performance checks. |
|
21–22 |
You have disadvantage on all Insight checks. |
|
23–24 |
You have disadvantage on all Deception checks |
|
25–26 |
You have disadvantage on all Arcana checks |
|
27–28 |
You have disadvantage on all Acrobatics checks |
|
29–30 |
You have disadvantage on all Nature checks |
|
31–32 |
You have disadvantage on all History checks |
|
33–34 |
You have disadvantage on all Sleight of Hand checks |
|
35–36 |
You have disadvantage on all Animal Handling checks |
|
37–38 |
You have disadvantage on all Intimidation checks |
|
39–40 |
You are weak to fire damage (if you are immune you become resistant instead, if you are resistant you lose your resistance) |
|
41–42 |
You are weak to lightning damage (if you are immune you become resistant instead, if you are resistant you lose your resistance) |
|
43–44 |
You are weak to acid damage (if you are immune you become resistant instead, if you are resistant you lose your resistance) |
|
45–46 |
You are weak to radiant damage (if you are immune you becoms resistant instead, if you are resistant you lose your resistance) |
|
47–48 |
You are weak to force damage (if you are immune you become resistant instead, if you are resistant you lose your resistance) |
|
49–50 |
You are weak to cold damage (if you are immune you become resistant instead, if you are resistant you lose your resistance) |
|
51–52 |
You are weak to thunder damage (if you are immune you become resistant instead, if you are resistant you lose your resistance) |
|
53–54 |
You are weak to poison damage (if you are immune you become resistant instead, if you are resistant you lose your resistance) |
|
55–56 |
You are weak to necrotic damage (if you are immune you become resistant instead, if you are resistant you lose your resistance) |
|
57–58 |
You are weak to psychic damage (if you are immune you become resistant instead, if you are resistant you lose your resistance) |
|
59–60 |
You are weak to slashing damage (if you are immune you become resistant instead, if you are resistant you lose your resistance) |
|
61–62 |
You are weak to piercing damage (if you are immune you become resistant instead, if you are resistant you lose your resistance) |
|
63–64 |
You are weak to bludegoning damage (if you are immune you become resistant instead, if you are resistant you lose your resistance) |
|
65–66 |
You have disadvantage on initiative. |
|
67–68 |
All your movement speeds are halved. |
|
69–70 |
You lose one spell slot from every level of spell you have access to, this includes slots from Warlock pacts. |
|
71–72 |
Any words you speak verbally or telepathically sound like incomprehensible gibberish to everyone around you (you still have the ability to write legibly and you cast verbal spells normally) |
|
73–74 |
You are turned into frog under the same conditions of the polymorph spell except that you cannot will youself back. If you are knocked out of frog form, you are changed into a frog again in 19 minutes. This effect can be ended by Greater Restoration. |
|
75–76 |
You must roll a d100 every 5 hours, your first roll being when you finish your long rest, if it’s a prime number then you are struck with a lightning bolt that does a number of d4s of damage equal to ⅓ your level rounded down. |
|
77–78 |
You must roll a d100 every 3 hours, if it’s a prime number then a number of crabs, bats, or rats (depending on whether you are in water, air, or land) equal to your class level are summoned as close as possible to you and attack you, they cannot be harmed and they stay summoned for a number of minutes equal to twice you class level. |
|
79–80 |
When you roll a nat 1 on a spell attack roll for a spell 1st level or higher, you can no longer use that spell. |
|
81–82 |
When a creature rolls a nat 20 against your spell save DC for a spell you cast at 1st level or higher, you can no longer use that spell. |
|
83–84 |
You cannot be healed to more than half your hit points, rounded up. |
|
85–86 |
Healing effects only heal you half the amount they normally would. |
|
87–88 |
Whenever you cast a spell, you take damage equal to that spell’s level. |
|
89–90 |
Opportunity attacks against you have advantage. |
|
91–92 |
You take a -1 penalty to your spell attacks and spell save DC. |
|
93–94 |
You have disadvantage on saves against effects that would leave you charmed or frightened. |
|
95–96 |
You must choose only one of your cantrips, you lose access to the rest of them. |
|
97–98 |
Every time you touch or are touched by an ally or nonhostile creature, they take damage equal to half your level rounded up |
|
99–00 |
Nothing happens and you can roll on the Table of Rapture (this does not count towards your number of rolls) |
Magic of Probablility
2nd-level Chance Magic feature
Starting at 2nd level, you have the chance to keep your spell slots. When casting a spell 1st level or higher roll a d20, if it is a 20 the spell slot is not used up.
At 5th level when you choose to roll to keep and spell slot you can roll a second time, if it’s a non-prime number the spell slot isn’t used and you gain an additional spell slot of that spell’s level or lower, if it’s a prime number you lose an additional spell slot of that level, if you have no spell slots of that level then you lose one from the level below it
Twist of Fate
6th-level Chance Magic feature
Starting at 6th level, you can use the magic of chance to manipulate the fate of others. Whenever a creature you can see rolls a nat 1 or nat 20, roll a d20. If you roll a nat 20 you may change the creature’s roll into either a nat 1 or nat 20. You can change rolls like this a number of times equal to your Intelligence modifier, you must take a long rest before regaining all uses of this ability.
At 11th level, whenever a creature you can see rolls 1 above or below the DC of a saving throw or against the AC of another creature, roll a d20. If you roll a prime number you can choose to add or subtract 1 from that creature’s roll. You can change rolls like this a number of times equal to your Intelligence modifier, you must take a long rest before regaining all uses of this ability.
Fear of Anguish
10th-level Chance Magic feature
Starting at 10th level, whenever you cast a spell 1st level or higher roll a d20. If you roll a 20 then you can negate one of your Table of Woe conditions. You can negate conditions this way a number equal to half your proficiency bonus rounded up, you must take a long rest before regaining all uses of this ability.
At 13th level when you cast a 1st-level spell or higher, you can choose to roll a second d20. If you roll a non-prime number then you can reroll one of your Table of Rapture or Table of Woe conditions, if you roll a prime number then you must choose to negate a Table of Rapture condition or roll on the Table of Woe. You can negate conditions this way a number of times equal to half your proficiency bonus rounded down, you must take a long rest before regaining all uses of this ability.
Order and Disorder
14th-level Chance Magic feature
Starting at 14th level, whenever you roll a d20 as part of an ability from this class and the result is a prime number, you can choose to roll a d4.
If it’s a 1 then you gain 1 point of exhaustion (all points of exhaustion gained in this way are removed after a long rest).
If it’s a 2 then you can rearrange your Rapture conditions, you must have the same amount of conditions but you can choose which ones (with the exception of 99-00).
If it’s a 3 then you can rearrange your Woe conditions, you must have the same amount of conditions but you can choose which ones (with the exception of 99-00).
If it’s a 4 then you can rearrange both your Rapture and Woe conditions, you must have the same amount of conditions in each table but you can choose which ones (with the exception of 99-00).
You can use this ability a number of times equal to your Intelligence modifier, you must take a long rest before regaining all uses of this ability.
At 17th level, when you roll a prime number you can forgo rolling the d4 and instead roll on the Table of Rapture. You can use this ability 3 times, you must take a long rest before regaining all uses of this ability.
Previous Versions
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10/17/2022 7:44:34 AM
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