Base Class: Sorcerer
Others like you have gained their specific abilities through outside influences, being probed by an alien, being born with draconic features, or just being one of the Gods' favorites. You, on the other hand, got this way purely out of coincidence and dumb luck. Everything you do is riddled with fortune; you don't know if some extraterrestrial force is watching over you or if you're just naturally lucky, but you know you're nothing without it. Will you choose to be humble and treat your guaranteed path to success as a gift? Or will you lie and say that you're doing the same work and taking the same amount of effort as everyone else to gain this power?
As a Felicit Child sorcerer, you decide how your powers came to be. Are you just naturally lucky? Did someone powerful bless or curse you with immense luck that everything seems to fall into place at the right time? Or do you just like bullying others and saying that they have a skill issue? Either way, flavor it however you like.
Gambler's Fever
Every time you get into a tussle, there's this feeling you get, where your body warms up specifically on your forehead and all over your back and you gain this itch, this groove almost. Where you just want to get in up-close and not care about what's gonna happen next, other sorcerers still need to concentrate on their spells and think about where they're positioned, but you only need to concentrate and think about one thing only. Going all in.
At 1st level, as a bonus action, you can either spend a 1st level spell slot or 2 Sorcery points to enter a Gambler's Fever for 10 minutes. In this form you gain proficiency in all weapons and improvised weapons. Additionally, when you hit a creature an attack during your Gambler's Fever, you have a chance of getting something called a "Bankroll."
After each attack during your Gambler's fever, you roll an additional d20. If the result of the d20 is a 20 or over, you gain a Bankroll which gives you Temporary Hit points equal to twice your Constitution modifier, and you regain a single spell slot of your choice that is available at your level (spell slots regained this way cannot be higher than 5th level.)
The Temporary Hit points gained from this feature can stack with itself, and you cannot stack this with temporary hit points gained from other sources.
With each success, the chances of getting a Bankroll becomes higher and higher. After each success, the number you need to roll is reduced by 1 (20 > 19, 19 > 18, etc,) and this effect stacks and lasts until the end of combat or if you roll a natural 1 on an attack. The die you roll to determine whether or not you gain a Bankroll cannot be manipulated in any way.
Additionally, you also get proficiency and expertise with playing cards and dice set.
Gambler's Fever
Gambler's Fever is active.
Normal Form
Gambler's Fever is not active.
Against the Spread
You're not a typical Sorcerer, you were never touched by an outer force or have blood-ties with a powerful being and you dont have spells that have a specific theme, but you make up for it with how you maintain yourself and your abilities.
Also at 1st level, your spellcasting modifier no longer uses Charisma, it instead uses Constitution.
You gain proficiency with Light armor and Shields.
You gain two different Unarmed Strikes, both using a d6 for their damage die. "Hit" uses your Strength modifier for both attacks and damage rolls while "Fold" uses your Dexterity modifier for both attacks and damage rolls.
And you may choose to gain proficiency in either Athletics or Acrobatics.
Acrobatics
You gain proficiency with the Acrobatics skill.
Athletics
You gain proficiency with the Athletics skill.
Higher Payout
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, the success threshold for the d20 that determines whether you get a bankroll is reduced by 1 (19 by default).
Additionally, whenever you gain a bankroll on your first attack, you may choose to not attack a second time and instead cast a spell with your bonus action. The spell must use the spell slot gained from your latest bankroll.
Compiled Odds
As a traveling gambler, you always know to keep around a pack of playing cards or a dice set, because who knows when someone will invite themselves to run their pockets for you. Similarly in combat, your body has recognized whenever you need to engage in fisticuffs.
At 14th level, as part of the bonus action you make to start your Gambler's Fever, you may choose to spend additional spell slots to buff yourself. You may choose to cast an amount of spells equal to your proficiency bonus as a free action.
The spells you cast in this way must have a range of self and cannot target other creatures. Spells you cast this way still consume the same amount of spell slots as if you cast the spells normally; this feature only removes the time it usually takes to do so.
Jackpot
This is what all gamblers, to an extent wants to achieve. 95% of them stopped before they make it big, but you're not the populous. You're the small 5% that seems to get what you want from your feverish nature.
At 18th level, as a free action, you may choose to "Go All In." Where all of your remaining spell slots get converted and sorcery points are spent to start a coin flip.
When you "Go All In," you roll a d100; if you roll a number between 1 and 50, you take 250 necrotic damage. This damage cannot be reduced or redirected in any way, similar to the Bloodhunter's Blood Maledict and additionally, the necrotic damage goes through any temporary hit points you may have.
If you roll between 51 and 100, you regain your action, bonus action, reaction, hit points, movement speed, and spell slots, and you can "Go All In" until you lose.
It doesn't matter how few spell slots or sorcery points you have left; as long as you have 1 sorcery point or a single 1st-level spell slot, you can "Go All In." The result of the d100 cannot be manipulated in any way.
Previous Versions
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