Wizard
Base Class: Wizard

The School of Fortune is quite the strange one, where instead of studying at rich esteemed libraries and colleges, they practice at wealthy opulent casinos and dismal gambling dens. Students of this school enjoy the thrills and decadence in life, using their innate luck to coast through life without a care in the world. Keep in mind, lady luck is a fickle mistress, and has no issue with leaving them, or you in the rough if it's for shits and giggles.

Gambler's Forte

Beginning when you select this school at 2nd level, you gain proficency with dice set and another gaming set of your choice.

Lucky Coin

Also beginning at 2nd level, you create a magical coin with which you can use to beguile and trick your enemies. The magic coin can be recalled to your hand as a bonus action, appearing within the palm of your hand instantaneously.

You may flip the coin, on a heads, gaining advantage on all charisma checks for 1 minute, on a tails gaining disadvantage on all charisma checks for 1 minute. Subsequent coin flips during the minute have no effect. You may add your charisma modifier to intelligence based skill checks during the minute as well.

You may use this feature a number of times equal to your intelligence modifier + your charisma modifier.

Double or Nothing

Beginning at 6th level, your luck can bend the weave itself to your favour. After casting a spell, you may flip your lucky coin. On a heads, you deal maximum damage with that spell. On a tails, you deal the minimum damage with that spell.

You may use this feature a number of times equal to half your proficiency bonus (rounded down).

Lucky Streak

Beginning at 10th level, after flipping your lucky coin for any reason, you have advantage on the next saving throw, ability check, tool check, or skill check you make.

After succeeding on a coin flip, you may choose to make your next coin flip have advantage. You may use either of these feature three times per long rest.

All In

Starting at 14th level, you can increase the power of spells using your spellslots, with every slot upping the ante. After casting a spell of 6th level or higher, you may expend any number of spellslots. For every 2 levels worth of spell slots you expend, you may roll an additional damage die for that spell. For every 4 levels worth of spell slots you expend, you take 2d12 necrotic damage on a failure. This damage ignores resistance or immunity.

After expending your spellslots, you must make a coinflip. On a heads, you add the extra damage die. On a tails, you take the necrotic damage.

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