Wizard
Base Class: Wizard

Some wizards master magic through relentless study. Others inherit ancient bloodlines or bargain with forgotten powers. Fortune Soul wizards are different; they are chosen by fate itself.

Influenced by the chaotic currents of luck and chance, these spellcasters channel probability into overwhelming magical power. Every spell becomes a gamble, every battle a game of risk versus reward, and every near-death moment another opportunity for impossible fortune.

Fortune Soul wizards thrive on momentum, manipulating the flow of probability through magical wagers, shifting outcomes in their favor, and unleashing miraculous reversals of fate. Their magic dances between catastrophe and triumph, rewarding daring decisions with devastating results.

To a Fortune Soul wizard, destiny is not fixed. It is a game waiting to be won.

Level 2: Gambler's casting

Gambler’s Casting

Beginning at 2nd level, you may channel unstable fortune into your spellcasting.

Whenever you cast a wizard spell of 1st level or higher, you may gamble on the spell before its effects occur. Roll a d6 and apply the corresponding effect:

d6

Effect

1

The spell fails and the spell slot is wasted.

2–3

The spell functions normally.

4

One damage roll of the spell gains bonus force damage equal to your Intelligence modifier.

5

You regain hit points equal to twice the spell’s level.

6

JACKPOT. The spell does not consume a spell slot.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Level 2: Fortune's favor

When you fail an attack roll, ability check, or saving throw, you can reroll the d20 after seeing the result. You must use the new roll.

Once you use this feature, you can’t use it again until you finish a long rest.

After using this feature, you have disadvantage on the next saving throw you make before the end of your next short or long rest.

Level 6: Probability Shifter

Whenever you make an attack roll or cast a spell that targets at least one creature, roll a d10 and consult the Probability Color table.

Probability Color Table

1–2 — Black

Your magic collapses under unstable fortune.

  • The spell fails and has no effect.
  • You take 1d4 psychic damage.

If Black was your last Probability Color before activating ALL IN, your first Jackpot roll gains no bonus.

3–6 — Red

Probability stabilizes.

  • No additional effects occur.

If Red was your last Probability Color before activating ALL IN, your first Jackpot roll gains no bonus.

7–9 — Green

You subtly bend fate in your favor.

Choose one:

  • Gain a +1 bonus to the triggering attack roll.
  • Gain a +1 bonus to your next saving throw before the end of your next turn.

If Green was your last Probability Color before activating ALL IN, your first Jackpot roll gains a +1 bonus, to a maximum result of 4.

10 — Gold

You align with a powerful current of impossible fortune.

Choose one:

  • Gain advantage on the triggering attack roll.
  • Force one target affected by the spell or attack to have disadvantage on the next attack roll it makes before the end of its next turn.

If Gold was your last Probability Color before activating ALL IN:

  • Your first Jackpot roll is made with advantage.
  • If neither die rolls a 4, you gain one free Lucky Reroll during ALL IN.

Level 10: Fever State

If you roll a result of  5, or 6 on Gambler’s Casting two or more times in a row during the same combat encounter, you may enter Fever State as a bonus action. Fever State lasts for 1 minute.

While in Fever State:

  • You have advantage on Constitution saving throws made to maintain concentration on spells.
  • Your walking speed increases by 10 feet.
  • When you roll damage for a spell, you may reroll one damage die.
  • When you reduce a creature to 0 hit points, you gain temporary hit points equal to your Intelligence modifier + your wizard level.

However, while in Fever State:

  • Whenever you cast a spell of 1st level or higher, attack rolls against you have advantage until the start of your next turn.

Once you use this feature, you can’t use it again until you finish a long rest.

Level 14: All in

As a bonus action, you enter ALL IN for 1 minute. While active, at the start of each of your turns, roll a d4 and apply the corresponding Jackpot effect.

You can use this feature once per long rest.

Jackpot Table

1 — Loss

Nothing happens.

2 — Near Miss

You regain one expended spell slot of 3rd level or lower.

3 — Lucky Hit

Choose one:

  • Regain hit points equal to twice your wizard level.
  • Immediately cast a cantrip as a bonus action.

4 — JACKPOT

You enter JACKPOT for 3 rounds.

While in JACKPOT:

  • You regain 1d20 hit points at the start of each of your turns.
  • Your wizard spells do not consume spell slots.
  • You automatically succeed Constitution saving throws made to maintain concentration.
  • Your movement speed doubles.
  • When you cast a spell that deals damage, add your Intelligence modifier to one damage roll of the spell.

If you would be reduced to 0 hit points while in JACKPOT:

  • You may immediately reroll on the Jackpot table.
  • This reroll does not consume a Lucky Reroll.
  • You must accept the new result.

If you roll another 4 on the last round of your 3 rounds:

  • JACKPOT refreshes to 3 rounds.
  • You immediately regain 1d20 hit points.
  • You remain conscious.

If the reroll is 1, 2, or 3:

  • JACKPOT immediately ends.
  • You fall unconscious as normal.

Each successful JACKPOT reroll beyond the first gives you one level of exhaustion when ALL IN ends.

Lucky Reroll

If you do not roll JACKPOT at the start of your turn, you may reroll the same d4 once.

You can use Lucky Reroll a number of times equal to your proficiency bonus during each use of ALL IN.

You must use the new result.

Last Chance Reroll

If all of the following are true:

  • You activated ALL IN while at one-quarter of your maximum hit points or lower.
  • You did not roll JACKPOT on your first turn during ALL IN.
  • You are reduced to 0 hit points before rolling JACKPOT.

Then the following occurs automatically:

  • You remain conscious at 0 hit points for 1 round.
  • At the start of your next turn, you regain hit points equal to one-quarter of your maximum hit points.
  • You immediately roll again on the Jackpot table.

If you fail to roll JACKPOT, you immediately fall unconscious or die as normal.

You can trigger Last Chance Reroll only once per use of ALL IN.

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