Base Class: Wizard
99.99% PEOPLE GIVE UP BEFORE WINNING BIG! KEEP DRAWING!
The motto of the School of Gamblers is to go big or go home. There is no room for consistency, you either ride on the high of victory, or you pick yourself back up after losing everything. Nothing matters other than the ultimate victory, and the Gamblers know that a loss is just a little hurdle in their journey.
Bonus Proficiencies
2nd level feature
You gain proficiency in the Playing Cards Set and Deception skill, and you can add double your proficiency bonus to skill and ability checks made with these.
Draw of Fate
2nd level feature
Whenever you cast a levelled spell, as a bonus action you can draw a playing card from the Deck of Destiny, a deck that manifests in your mind. According to the card you draw, you gain various benefits.
|
Suit |
Benefit |
|
Hearts |
A creature of your choice within 60 ft. of you must succeed on a Wisdom saving throw against your spellcasting DC or be charmed by you till the start of your next turn. |
|
Spades |
A creature of your choice within 60 ft. of you must succeed on a Wisdom saving throw against your spellcasting DC or be frightened of you till the start of your next turn. |
|
Diamonds |
A creature of your choice within 60 ft. of you must succeed on a Constitution saving throw against your spellcasting DC or be blinded till the start of your next turn. |
|
Clubs |
A creature of your choice within 60 ft. of you must succeed on a Strength saving throw against your spellcasting DC or be knocked prone. |
Lucky 21
6th level feature
When you cast a levelled spell, instead of drawing one card, you can draw two cards instead as a bonus action, forgoing the benefits of Draw of Fate. From the next turn onwards, you can draw one additional card every time you cast a levelled spell as a free action, and you can play your Hand as an object interaction.
When you play your Hand, you must calculate the total value of all the cards in your Hand. You gain various benefits depending on the total drawn. If your total goes above 21, your Hand is considered a bust, and you automatically fail to cast the next spell within the next minute. If your Hand does not match any of the listed totals, you do not gain any benefits but are also not considered to Bust your Hand.
|
Hand Value |
Benefit |
|
21 |
You gain immunity to one damage type of your choice until the end of your next turn. |
|
20 |
All hostile creatures within 30 ft. of you must make a Dexterity saving throw against your spellcasting DC or take damage equal to your Intelligence Score, and half as much on a success. |
|
19 |
You halve the next instance of damage you or an ally within 15 ft. of you takes. |
|
18 |
You gain advantage on the next saving throw or ability check you make till the end of your next turn. |
|
17 |
You gain temporary hit points equal to your proficiency bonus. |
Hand of Fate
10nd level feature
At the start of initiative, you can choose to forgo the benefits of Draw of Fate and Lucky 21, and you draw a number of cards equal to your intelligence modifier + your proficiency bonus (minimum 1) from a deck of playing cards, to form your Hand of Fate. Whenever you cast a levelled spell, you can choose to play up to 5 cards from your Hand of Fate. You gain various kinds of benefits depending on what kind of Poker Hand you have played. The played cards are shuffled back into the deck at the end of your turn, and you draw a number of random cards until your Hand of Fate is filled again. Aces, Kings, Queens and Jacks have a value of 11 or 1, 13, 12 and 11, and the rest of the cards have a value equal to the number on them.
Once per round on your turn, when you draw cards into your Hand of Fate, you can choose to discard a number of cards up to your Intelligence modifier using your bonus action. The discarded cards are shuffled back into the deck, and you draw a number of random cards equal to the number of cards discarded. You can use this feature a number of times equal to your proficiency bonus, and you regain all spent uses on a long rest.
Additionally, you can try to improve the potency of your spell by expending another spell slot of the same level as the one originally used. The Ante becomes equal to the sum of the levels of slots used. The Blind is equal to the Ante times 1dX where X your proficiency bonus. If you beat the Blind, you regain the extra slot you spent and can cast the spell you cast again on a different creature within 10 ft. of you. If you are not able to beat the Blind within 1 round, your spellcasting fails and you lose both the spell slots. The spell must have a casting time of 1 action at most, cannot be a spell that requires concentration and must not have a range of Self.
|
Played Hand |
Benefit |
|
Straight Flush (times 5 multiplier) |
You become resistant to all damage till the start of your next turn. |
|
Four of a Kind (times 4 multiplier) |
A number of creatures of your choice up to your Intelligence modifier heal hit points equal to the value of the card used. |
|
Full House (times 3.5 multiplier) |
You reduce the next instance of damage you take by the total value of the cards you have played. |
|
Flush (times 3 multiplier) |
You automatically succeed on the next ability check or saving throw you make within the next minute. |
|
Straight (times 2.5 multiplier) |
You may use your reaction to have a willing creature within 30 ft. of you make one weapon attack using their reaction against a target within their reach. |
|
Three of a Kind (times 2 multiplier) |
You regain a spent spell slot up of your choosing up to level 3. |
|
Two Pairs (times 1.5 multiplier) |
The duration of all positive effects currently affecting you is increased by 2 rounds. |
|
One Pair |
You may cast a wizard cantrip with a casting time of at most one action as part of the original casting of the levelled spell. |
|
High Card |
The highest card’s value is added to the damage roll of the spell. |
Poker Face, Joker Face
10th level feature
You can add your Intelligence modifier to skill checks that use Charisma.
Additionally, when casting a spell, you can make a Deception check contested by an Insight check or Perception check by the creatures targeted by the spell. If you succeed, the targeted creatures do not know that you casted the spell. If you fail, the targeted creatures have advantage on checks to counter or dispel the spell.
Double or Nothing
14th level feature
You can sacrifice a number of hit points equal to your Intelligence modifier, and enhance your subclass features for one round.
Draw of Fate: You draw two cards instead of one, and apply the benefits of both suits. Reroll if you roll the same suit twice.
Lucky 21: You avoid going Bust even if your total exceeds 21. However you still do not gain any benefits from the Hand.
Hand of Fate: The value of your Hand is multiplied by 1.5 when determining its value.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
4/18/2024 2:53:52 AM
|
17
|
0
|
0
|
Coming Soon
|
|
|
4/20/2024 2:34:00 AM
|
22
|
0
|
0.1
|
Coming Soon
|
|
|
4/20/2024 4:02:40 AM
|
27
|
0
|
0.2
|
Coming Soon
|
|
|
4/24/2024 2:33:32 AM
|
49
|
1
|
0.3
|
Coming Soon
|
Comments