Sorcerer
Base Class: Sorcerer

Your need for gambling was brought upon a higher being related to your luck, who wishes to toy with you, it gives you great power but with a ironic twist, the higher being gives you a way to gamble with magic and create your own fate.

You get a magic deck, which you can draw form instead of using magic, but it can come back to bite you, the

Magic Deck

When you choose this option at first level, you are given a magic deck of cards that you can draw from to cast spells with, this deck costs no spell slots but can effect you in bad ways, when you roll and you are given disadvantage the GM can add or subtract 3 from your roll after you roll for the effect. You can spend 1 sorcery point to redraw form the deck, but you cannot see the outcome of the first roll before you do it, you can spend 2 to draw two cards and know thier effects, than pic one of the two, you can use another sorcery point to add another drawn card, but can only use one.

Wild Magic Surge

d100

Effect

01-02

You cast mold earth  when you do this, you can only move the chosen earth 15 feet in one direction.

03–04

For the next minute, you can see any invisible creature if you have line of sight to it. But can only see their invisible clothes, and will not be able to see them if they are naked.

05–06

You cast [spell]stinking cloud[spell/] centered on the nearest person to you, this spell also effects you.

07–08

You cast fireball as a 3rd-level spell centered on yourself. But you take half damage.

09–10

You cast magic missile as a 3rd-level spell. The damage type can be changed to either fire, cold, radiant, acid or lighting

11–12

You cast slow centered on yourself

13–14

You cast confusion centered on yourself.

15–16

For the next minute, you regain 5 hit points at the start of each of your turns until you are attacked.

17–18

You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face.

19–20

You cast grease centered on yourself. but fail the save to stay balanced instantly

21–22

Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw.

23–24

Your skin turns a vibrant shade of blue. and you can breath underwater A remove curse spell can end this effect. And it wears off in 2d8 days

25–26

Add 10 to your initiative roll until you make a short rest

27–28

For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action.

29–30

You teleport up to 60 feet to an unoccupied space of your choice that you can see.

31–32

You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied. any damage that was directed at you when you were transported does half damage, but when you return you gain vulnerability to the damage type you were hit with on your next turn, which then lasts until your next turn

33–34

Maximize the damage of the next damaging spell you cast within the next minute. Or choose a foe and make them roll a 1 on the next time they cast a damaging spell

35–36

Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older.

37–38

1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute.

39–40

You regain 2d10 hit points. And you can choose a person within 50 feet of you, if they pass a CON save against your AC they are not affected and you take 1d10 necrotic damage, but if they fail they take 1d10 necrotic damage and you get healed a extra 1d10 hit points, -3 (if negative it doesn't do anything)

41–42

You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts.

43–44

For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns.

45–46

You cast levitate on yourself.

47–48

A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later.

49–50

You can’t speak for the next minute. Whenever you try, pink bubbles float out of your mouth.

51–52

A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to magic missile.

53–54

You are immune to being intoxicated by alcohol for the next 5d6 days.

55–56

Your hair falls out but grows back within 24 hours.

57–58

For the next minute, any object you touch is frozen for 1d4 turns, any fire you touch is put out and any creature you touch must make a saving throw against a CON DC of 14 or take 2d6 cold damage and have thier speed reduced by 20 feet until your next turn

59–60

You regain your lowest-level expended spell slot.

61–62

For the next minute, you must shout when you speak.

63–64

You cast fog cloud centered on yourself.

65–66

Up to three creatures you choose within 30 feet of you take 4d10 lightning damage and you can split the damage however you want, but you take 4d4 lighting damage also.

67–68

You are frightened by the nearest creature until the end of your next turn, but they are also frightened

69–70

Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell.

71–72

You gain resistance to all damage for the next minute.

73–74

A random creature within 60 feet of you becomes poisoned for 1d4 hours.

75–76

You take 1d4 acid damage on the start of your every turn until you make a melee attack on a target that hits, the target you hit now has that effect, this acid touch lasts for 3d4 minutes.

77–78

You cast polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell’s duration.

79–80

Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute. You can use a bonus action to move them around, any creature that ends its turn in the butterflies and flower petals is healed by 3d4 health.

81–82

Illusory bones and laughing ghosts fly around in the air within 10 feet of you for the next minute. You can use a bonus action to move them around, any creature that ends its turn in or is touched by the illusory bones and laughing ghosts, Illusory bones and laughing ghosts takes 3d4 necrotic damage.

83–84

Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt. You can choose 2 creatures within 60 ft to not effect.

85–86

You cast mirror image. increase the duration by 1d4 hours.

87–88

You cast fly on a random creature within 60 feet of you.

89–90

You become invisible for the next minute. During that time, other creatures can’t hear you. The invisibility ends if you cast a spell and the time the spell works is reduced by 3d10 minutes

91–92

The next spell you cast requires no components 

93–94

Your size increases by one size category for the next minute.

95–96

You and all creatures within 30 feet of you gain vulnerability to all weapon damage until your next turn

97–98

you summon a random common magic item, chosen by the GM

99–00

You regain all expended sorcery points.

Heart of the cards

Starting at 1st level, you can put your full trust into the cards and get something more favored from the deck you use.

Any time before you regain the use of this feature, the DM can have you re-roll on the Magic Deck table immediately after you roll for a card in the deck

Cards of help

Starting at 6th level, you have the ability to twist fate using your cards. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 4 cards (rolled at ranodm) to roll 2d4 and apply the number rolled as a bonus or penalty (your choice) to the creature’s roll. You can do so after the creature rolls but before any effects of the roll occur.

Card Divination

At 14th level, After you make a long rest you can use 2 cards and 1 sorcery point to get a divination point which is a foreseen event, you start with 2 11's then you roll either a d4 or d8 (your choice) and add or subtract to it, you can spend 1 extra card or 2 sorcery points to add or subtract another d8, or you can spend another 2 cards an 1 sorcery point to add another 11 to go off of, only one or the other with spending extra cards and points though.

Card throw

Beginning at 18th level, your cards can eject themselves to help or harm those you are around. Once per short rest you can throw a card at anyone and choose the effect, which is centered on the target. To hit them you must make a attack using your initiative modifier, if the creature you choose is willing you can -5 to their AC while you try to hit them.

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