Sorcerer
Base Class: Sorcerer

Highroller Arcane sorcerers are so saturated with the spirit of gambling, they cant help but use thier own life as a playing chip. these sorcerers are usually a fan of high stakes situations and would gladly put everything up to just one roll of the dice.

minor tricks

At 1st level, you learn the prestidigitation cantrip and can cast it without verbal or somatic components. additionally, you are able to summon a deck of playing cards, a boquet of flowers, or a handfull of poker chips using prestidigitation that can last up to 24 hours before dissipating.

place your bets

whenever you use a spell attack that deals damage, you can choose to expend two sorcery points to choose a number of hitpoints up to your level in this class. if the attack hits, you deal extra force damage equal to the number you chose. if the attack misses, you take the damage instead. this damage cannot be reduced in any way. if the spell allows you to roll to hit multiple times, you can only apply this feature to one of the spell attack rolls.

when you use this feature with a garunteed hit spell such as magic missile, both you and the targets take half of the damage.

you can use this feature a number of times equal to your proficiency bonus.

one-armed blessing

Starting at 6th level, as a bonus action you can spend two sorcery points to pull on a spectral lever, spinning a 3 wheel slot. roll 3d6, the result of the dice will determine an effect from the 'one-armed blessing' table.

 

d100

name

Effect

1 1

Hit

You heal a creature of your choice that you can see within 60ft for 4d4 + your spellcasting modifier

1 1 1

Big hit

For one minuite, the next time you roll to determine ammount of healing, you may treat it as having rolled its mavimum value

2 2

Sound of rain

One creature of your choice within 60ft gains the effects of the 'Haste' spell until the end if thier next turn. they do not gain exhaustion when the effect ends

2 2 2

Gold rush

Up to 6 creatures of your choice within 60ft gain the effects of the 'Haste' spell until the end if thier next turn. they do not gain exhaustion when the effect ends

3 3

Small blind

One creature of your choice within 60ft gains the effects of the 'Blur' spell until the end if thier next turn

3 3 3

Full bet

Up to 6 creatures of your choice within 60ft gains the effects of the 'Blur' spell until the end if thier next turn

4 4

Bonus buy

Roll again on the 'one-armed blessing' table, using 3d8 instead of 3d6 for the roll

4 4 4

Bonus round

Immediatley take another action and roll again on the 'one-armed blessing' table, using 3d8 instead of 3d6 for the roll

5 5

Cashback

Regain 1d4 sorcery points

5 5 5

Cash out

Regain all expended sorcery points

6

straight

For one minuite, the next time one creature of your choice within 60ft make an attack roll, they make the attack with advantage

6 6 

Full house

Up to 6 creatures of your choice within 60ft gains advantage on the next attack roll they make within one minuite

6 6 6

Royal flush

Up to 6 creatures of your choice within 60ft may treat the next attaack roll they make within one minuite as having rolled its mavimum value. they still need to roll to determine whether or not the attack is a critical.

7 7 7

Jackpot

Up to 6 creatures of your choice within 60ft gain resistance to all damage, temporary hit points equal to 2d10 + your sorcerer level, and advantage on all attack rolls for one minuite. additionally, it removes all conditions effecting those allies excluding invisibility. if they were unconsious, they return to 1 hit point.

 

lifeless wager

whenever you use your 'place your bets' feature, instead of chosing a number up to your level, you can expend 5 sorcery points to choose a number up to your current hp. you take this damage whether or not the attack hits.

when you use this feature with a garunteed hit spell such as magic missile, the target takes half of the damage while you take full damage.

 

All in

Beginning at 18th level, As an action, you can spend a number of sorcery points equal to half a creatures level or CR (mimimum of one) to lock them and yourself into a gamble of death. you may effect any number of creatures as long as you have the sorcery points to do so. an unwilling creature must make a charisma saving throw againt your spell save DC to resist the effects. you and the creatures are transported to an extradimentional space you create. any creature inside of the space becomes non-hostile and can not take any actions that would knowingly harm another creature inside, exept from playing the game. the cratures may also devide into two teams of thier choosing. when the game starts, you choose an ability, then make a contested ability check against the opponents. the side that fails the contested check gains a strike. the opponents may choose wich creature makes the check. Then on one of the opponents turns, they may do the same. the game ends when one side reaches thier third strike, forfeits, or chooses not to play on thier turn. in wich case they drop to zero hit points and reappear in the space it left or in the nearest unoccupied space if that space is occupied.

If one side uses spells or features that can effect the results of the contested ability checks, the other side may call them out for cheating if they have the knowledge to do so. if the allegation is true, the side that cheated automatically gains one strike.

Comments

Posts Quoted:
Reply
Clear All Quotes