Wizard
Base Class: Wizard

School of Probability

The school of Probability is a branch of magic concerned with the analysis of random phenomena. The outcome of a random event cannot be determined before it occurs, but it may be any one of several possible outcomes. The actual outcome is considered to be determined by chance. Practitioners of this school of magic seek to understand and manipulate chance in the hopes of creating outcomes in their favor.

Often called Dicers or Gamblers, these mages are competent strategists, often called upon for aid during times of war or political conflict.

Luck's Favor

Starting at 2nd level, through manipulating chance if you fail a saving throw, ability check or miss with an attack roll, you can roll 1d6 and add it to the total, possibly changing the outcome. Once you use this feature, you can’t use it again until you finish a short or long rest.

Take a Chance

Starting at 2nd level, your keen ability to assess the probability of a situation allows you to act quickly in battle. You can give yourself a bonus or penalty to your initiative rolls equal to your Intelligence modifier. If you give yourself the penalty you can add 1d4 to your AC for the remainder of the encounter.

Roll the Dice

Starting at 6th level, When you cast a spell that requires a creature to make a saving throw, you can choose to have a single creature role its saving throw with advantage or disadvantage. If a creature that rolled with advantage fails on its saving throw, that creature takes double the spells damage and the duration of the spell (if any) is doubled. If a creature that rolled with disadvantage succeeds its saving throw the creature takes no damage and is unaffected by the spell.

Distortion of Fortune

Starting at 10th level, you can use your reaction to choose a space within 30 feet that is occupied by a Small or Medium creature. If that creature is willing, you both teleport, swapping places. If that Creature is unwilling it must make a Charisma saving throw against your spell save DC ending the effect of this feature on a success.

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

Lucks Presence

Starting at 14 level, Your Luck's favor feature can now expand to allies you can see within 30ft of you and can be used a number of times equal to your Intelligence modifier. After all uses of this feature are discharged, you can’t use it again until you finish a short or long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
11/17/2019 6:29:05 AM
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