Wizard
Base Class: Wizard

Probability wizards are often seen as tricksters or cheats when they are actually masters of probability magic. They can raise or lower odds and bend luck to their will. Typically they only do this in combat to benefit the party, however there are those who would use these abilities for personal gain. Luck always tries to stay in balance, and bending it too much can have devastating consequences.

Probability Windfall

Beginning at 2nd level, you can increase your or an allies initiative roll by an amount equal to your intelligence modifier.

Once you use this ability, you can only do so again after a short or long rest.

Improbable Strike

Beginning at 2nd level, you learn to instinctually reduce the probability of an undesirable outcome to zero effectively cancelling it. When a creature makes an attack roll against you, you can use your reaction to lower it's attack roll by your wizard level.

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

Probability Sink

Starting at 6th lvl, you can use your knowledge of probability magic to drain a creature of good luck. This causes a surge of improbability around yourself where unlikely things can happen. As an action, you can target one creature within 30ft of you giving it disadvantage on all ability checks, saving throws, & attack rolls until the end of your next turn or until you lose concentration (as if concentrating on a spell). Everytime it fails an ability check, saving throw, or attack roll due to this ability, you must roll on the following wild magic surge table. You cannot use this ability again until you finish a long rest.

d100

Effect

01–02

Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.

03–04

For the next minute, you can see any invisible creature if you have line of sight to it.

05–06

A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later.

07–08

You cast fireball as a 3rd-level spell centered on yourself.

09–10

You cast magic missile as a 3rd-level spell.

11–12

Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow.

13–14

You cast confusion centered on yourself.

15–16

You regain 5 hit points.

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.

21–22

Creatures have advantage 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. A remove curse spell can end this effect.

25–26

An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight.

27–28

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

29–30

You teleport up to 60 feet to an unoccupied space of the DMs choice.

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.

33–34

The next damaging spell you cast within the next minute deals 1d4 less damage (minimum of 0).

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

Roll a d8. You lose or gain hit points equal to the roll. If the roll is odd, you gain hit points. If the roll is even, you lose hit points.

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

You cast darkness centered on yourself.

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. The shield moves to the next creature you attack.

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 flammable object you touch that isn’t being worn or carried by another creature bursts into flame.

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

The three closest creatures within 30 feet of you take 2d10 lightning damage.

67–68

You are frightened by the nearest creature until the end of your next turn.

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 vulnerability 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 glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn.

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.

81–82

You can take one additional action immediately.

83–84

Each creature within 30 feet of you takes 1d10 necrotic damage. One of the creatures chosen at random regains hit points equal to the sum of the damage taken.

85–86

You cast mirror image.

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 attack or cast a spell.

91–92

If you die within the next minute, you immediately come back to life as if by the reincarnate spell.

93–94

Flip a coin. On heads, your size increases by one size category for the next minute. On tails, your size decreases by one size category for the next minute. If you are already tiny or gargantuan, nothing happens.

95–96

You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute.

97–98

You are surrounded by faint, ethereal music for the next minute.

99–00

You cast every cantrip you know immediately, the DM chooses the order they're cast in, you choose targets. Cantrips that require concentration do not need concentration. Cantrips that have a duration of at least 1 minute and require concentration last half their duration instead.

Luck Swap

Beginning at 10th level, you can shift the luck of various creatures. Whenever you cast a spell that requires two or more creatures you can see to make a saving throw, you can spend your bonus action to swap the saving throw results between them. You can choose to do this after their rolls are made, but before they take effect. 

If the spell used a bonus action to cast, you can instead spend your action to use this ability.

You can use this ability a number of times equal to your intelligence modifier per long rest.

Probable Strike

When you reach 14th level, you add the true strike spell to your spellbook if it is not there already. When you cast true strike you can do so a bonus action and without the need for concentration.

Previous Versions

Name Date Modified Views Adds Version Actions
4/27/2019 5:31:00 PM
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4/27/2019 11:56:39 PM
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