Sorcerer
Base Class: Sorcerer

The Gambling Soul sorcerer taps into a chaotic bloodline forged in the smoky backrooms of infernal casinos and fey gambling dens, where every spellcast is a high-stakes wager against fate itself. Your magic surges not from draconic fire or divine will, but from the thrill of the bet—sorcery points become chips you ante up for devastating boons or catastrophic busts, turning combat into a volatile game of chicken with the dice gods.

Level 3: Higher or Lower

Once per turn, when you cast a spell that is modified through any way with Sorcery Points, you can choose an amount of your remaining Sorcery Points to wager, up to an amount equal to your remaining Sorcery Points.

When you wager any amount of Sorcery Points, you can choose a bet from the following options, then roll a d20:

  • Even or Odd: You call out whether the d20 roll will either be an even or odd number. If you are correct, you double the amount of Temporary Hit Points equal to 1d10 times the number of Sorcery Points you wagered, and you regain those Sorcery Points. 
  • Multiple of Five: You call out whether the d20 roll will either result in a number from 1-5, 6-10, 11-15, or 16-20. If you are correct, you gain double the amount of Sorcery Points you wagered.
  • Ace in the Hole: You call out a single number you believe the d20 roll will result in. If you are correct, the next spell you make with an attack roll is an automatic critical hit. But if you have wagered an amount equal to or more than four Sorcery Points, you also instantly regain all of your expended hit points, hit die, and sorcery points, and no longer suffer from the Exhaustion condition if you were doing so.

If you guess incorrectly, you lose the Sorcery Points you wagered.

Level 3: Double Down

When a creature within 30 feet of you that you can see succeeds or fails on any d20 roll regarding an ability check, saving throw, or attack roll, you can spend a reaction to force them to reroll.

Lady Luck's Favor: If the outcome is different from the previous outcome, you gain Heroic Inspiration on your next d20 roll. 

You can use this feature a maximum number of times equal to your Charisma modifier, and you regain all uses when you finish a Long Rest.

Level 6: Up the Ante

Transference: As a Bonus Action, you exude an instantaneous illusory emanation of glittering coins in a radius of 30 feet around you. All creatures within that Emanation are now entitled to a Buy-In.

When part of a buy-in, each creature puts a number of their Hit Points, equal to 10% of their remaining Hit Points, on the line. 

A PC not caught in your Transference secretly rolls a d20. If every creature in combat is caught in your Transference, you roll the d20 and are not part of the Transference. 

Starting from yourself, each character in initiative counts up from one, and can count a minimum of one number, and a maximum of three. Then the next creature in initiative that is part of the Transference picks up where the last creature left off. When a creature speaks the secret number rolled on the d20, they suffer Bankruptcy. A creature suffering from Bankruptcy is Incapacitated until a creature takes a bonus action to sacrifice a number of Hit Points to give to them, minimum of one.

Payout: All other creatures lose the Hit Points they wager, except for the creature that counted right before the one who got Bankrupted.

Comp: If there is only one conscious creature representing a side, either enemy or ally, they cannot be Bankrupted.

You can use Up the Ante once, and it replenishes after a Long Rest.

Level 6: Let it RIde

Risky Fortune: Before you make an attack roll for a spell, you can choose to suffer a -5 penalty to your attack roll. If your attack still succeeds, you gain +10 damage on that attack. 

Double or Nothing: You can withhold from using the +10 damage from Risky Fortune. When you do so, the next time you use Risky Fortune, the penalty increases by +1, but the extra damage doubles every time you do it successfully. 

The extra damage from Risky Fortune dissipates once you finish a Long Rest, or if you miss an attack roll that you had called Risky Fortune on.

Level 14: All-In Gambit

Once per round, when you cast a spell of 1st level or higher, declare all-in (no action cost). If it downs an enemy or forces a failed save, double your next spell's damage and regain the spell slot used to cast that spell. If it whiffs completely, lose a sorcery point and skip your next action (tilt).

The House Always Wins: When you use Innate Sorcery, you can choose to roll a number of your unexpended hit dice. All creatures within 30 feet of you (including yourself) gain that total as Temporary Hit Points. However, after one hour, all creatures that have benefited from this ability lose all Temporary Hit Points and have their maximum Hit Points reduced by this number until their next Long Rest.

Level 18: Spillover

When you are out of Sorcery Points or Spell Slots, you can choose to keep using your expended Sorcery Points or Spell Slots, up to their maximum. 

Once you Long Rest after using this feature, you cannot use Spillover or replenish the Sorcery Points or Spell Slots you recharged with Spillover until you finish 1d4 Long Rests. You can, however, choose to 'buy' these Sorcery Points or Spell Slots back without having to wait. These cost an amount in gold set by your DM. If you have bought all your Sorcery Points or Spell Slots back, Spillover is automatically recharged.

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