Base Class: Wizard
The School of Gambling is focused on the thrill, the thrill of winning with a stroke of luck. You don't understand why people rely on the target not being good at resisting your spell. You find relying on luck very thrilling, and you are determined to win big!
Prediction
Starting at 2nd level, you can channel your magic and make a bet, predicting what the target might do on their next turn. As a bonus action, you can expend a spell slot of 5th level or lower and bet on the target's actions. Choose one of the following options : Attack, Cast a Spell, Dash, Disengage, Dodge, Help, Hide, Ready, Search, or Use an Object.
If the target acts as predicted, you may choose one effect from below:
1. If the target's action forces you to make a saving throw, you have advantage. If the target's action makes an attack roll, the attack roll has disadvantage.
2. The target has disadvantage on ability checks and saving throws until the end of your next turn.
3. The target must make a Dexterity saving throw against your spell save DC, taking (1d6 + your Intelligence modifier) force damage per level of spell slot spent on a failed saving throw or half as much on a successful save.
You can use this feature a number of times equal to your Proficiency bonus. You regain all expended uses when you finish a long rest.
Quick Hands
Additionally at 2nd level, you gain proficiency in either Slieght of Hand, Deception, or Stealth (Your choice).
Moreover, when you cast a spell that lacks the material component and has either a vocal or somatic component (but not both), you may attempt to conceal your casting with a successful Slieght of Hand, Deception or Stealth check (Your choice) contested by the creature's Perception check.
You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Misfortune
Starting at 6th level, you are able to invoke misfortune on your enemies and fortune on your allies.
Whenever a creature within 30ft of you that you can see makes an attack roll, an ability check or a saving throw, you may, as a reaction, attempt to bring fortune or misfortune. Roll a d20, if the rolled number is equal to or lower than your wizard level, you can add or subtract 1d4 (your choice) to the triggering roll.
If the rolled number is higher than your wizard level, you are instead cursed with bad luck. Whenever you make an attack roll, an ability check or a saving throw, roll a d4 and subtract that number from the total. The curse lasts for 1 minute. At the end of each of your turn, roll a d20. If the rolled number is lower than your wizard level, the curse ends early.
You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest.
The bonus / penalty you apply changes when you reach certain levels in this class. The die becomes a d6 at 10th level and a d8 at 15th level.
Oversuccess
Starting at 10th level, you become stronger every time you win. Whenever you succeed on an ability check or a saving throw by more than 4, you harness the excess energy and gain a fortune point which lasts for a minute. You may only have 1 fortune point at a time. You cannot gain a fortune point as a result of using this feature.
Whenever you make an attack roll, an ability check or a saving throw, you may choose to expend the fortune point and gain a bonus equal to your Proficiency bonus on that roll. You make this decision after you roll but before you see whether the roll succeeds or fails.
Great Gamble
Starting at 14th level, you can make a creature gamble its fate.
When you or a creature within 60ft of you that you can see makes an attack roll, an ability check or a saving throw, you may use your reaction to ignore the roll and make the target roll a d2. If the target's roll is a 1, treat it as if the target got a 1 on the d20. If the target's roll is a 2, treat it as if the target got a 20 on the d20. The roll automatically fails if the target gets a 1 unless the target uses an ability such as Legendary Resistance. The roll automatically succeeds if the target gets a 20.
You can use this feature a number of times equal to your Proficiency bonus divided by two (rounded down). You regain all expended uses when you finish a long rest.
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