Base Class: Sorcerer
One of your ancestors blessed by the God/ess of Fortune, your lineage has been imbued with this fortune based power. Using games of chance and gambling, you can channel this Deities power through various chance based means. More lore to be added in later versions.
Fortune Casting
"Starting when you chose this origin at 1st level, your spellcasting takes the form of various casino games. Once per turn, you have the choice to play Blackjack, Roulette, Baccarat, Poker with the DM as the dealer who if need be can add or remove any of the listed games. After the player's game of choice is chosen, a single round is played determining the effectiveness of the spell and even if it fizzles." The Deities power also causes your sorcery points to manifest as casino chips. These casino chips are completely intangible, where only you can interact with them. If you're unable to place the chips on the table manually, you can do so telepathically. as the table, chips and dealer are just a part of your magic. When casting a spell the entire process of your bet and the game playing out may seem like a reasonable amount of time to you, to everyone else it took place nearly instantaneously. Whereas when using this ability to gamble without the usage of spells, the game takes place at a normal pace. Though your spells can be dispelled, the dealer and game table can not.
Before explaining every game, there's one condition that wasn't mentioned in the aforementioned snippet. Despite being able to reduce the amount of games playable the DM can NOT remove every possible game, as it's a core mechanic of the subclass. The player needs a minimum choice of one game, and multiple is recommended and very encouraged. If there are any games which aren't listed in the description, it's up to the player and the dm to sort them out.
Side note, The multipliers obviously have different effects on spells that don't have a damage/healing value. If the spell doesn't deal damage or heal, the multiplier can affect the range of the spell OR the duration. if neither apply, it's up to the dm's discretion.
Blackjack: High risk high reward.
- If you bust the spell Fizzles
- If you lose to the dealer the spell Fizzles
- 1x multiplier if it's a dealer push
- 1.25x damage/duration multiplier on win
- 1.5x multiplier if your final hand is a 21,
- 2x multiplier if you get a blackjack
Poker: Not going to do actual poker as it's too complex, so i'm just going to do it similarly to balatro.
(If you want to use this and don't know the game, just have the player draw 8 cards and play their hand from whatever they draw.)
- High Card: Fizzle
- Pair: 1x Damage
- Two Pair: 1.25x damage
- Three of a kind: 1.5x Damage
- Straight: 1.75x damage
- Flush: 1.8x Damage
- Full house: 2x Damage
- Four of a kind: 2.5x Damage
- Straight flush: 3x Damage
Despite how large the latter numbers seem, the chance of getting those are extremely low.
Roulette: The main rule for roulette is that you absolutely CAN'T bet on multiple different things, you can only bet on one outcome.
If you don't have access to a physical or digital roulette wheel, use two D20s where the 20s count as a 0 on the roulette wheel (so a 20 and a 1 would be a 1)
- Losing the bet always fizzles the spell
- Red or Black: 1x Damage
- Even or Odd 1x Damage
- 18 numbers (1-18): 1x Damage
- 18 numbers (19-36): 1x Damage
- 12 numbers (1-12),(13-24),(25-36): 1.5x damage
- Column Bets: 1.5x Damage
- Six number betting ex: 7,8,9,10,11,12: 2.5x Damage
- Four number Bet: 4x Damage
- Double number Bet (two connecting numbers) : 7.5x Damage
- Single number Bet: 10x Damage
These numbers may seem high but their percentages are very low.
six number betting is a 16.7% chance
Four number betting is a 11.11% chance
Double number betting is a 5.56% chance
Single number betting is a 2.78% chance of winning which explains the high reward. Keep in mind the fact that failing consumes an action and the spell fizzles. I might add more games in later versions, but i'm quite busy so it depends.
House's Favour
When you’re on a winning streak, you find that people are much more hospitable and friendly towards you (free rations, free shelter, more willing to divulge information etc…) this ability is purely to be used out of combat and how it's used as well as the different rewards based on your streak number is entirely up to the Dungeon Master's discretion. Streaks can be gained from winning any gamble inside or outside of combat. Gambling between players doesn't add to the streak without the DM's express approval for each individual round played against said player.
Level 6: Big Blind
Using sorcery points based on the respective spell's level, you have the option to make an additional bet, or increase your pre-existing bet for a much greater outcome. Consuming these sorcery points allows you to make a different bet which only applies to certain games like roulette where you could bet on two different outcomes increasing your chance of greater rewards or even guaranteeing your spell will land at the cost of sorcery points, OR you could double down and instead put those points to increase your bet by re-adding the outcome. Here are some examples:
- In roulette Black has a 1x multiplier with a win. If I expend sorcery points to double my bet, the outcome will still be 1x, as it increases the multiplier by 1x.
- In Roulette the first 12 has a multiplier of 1.5x and if you were to use this ability it becomes a 2x multiplier.
This ability shines a lot better when used on much more risky and rewarding bets. If you may not find that aspect to your liking, you might like the multi-bet aspect much more. here's an example of how multi-betting functions.
- If I were to bet on black, and expend sorcery points to bet again, I could also bet on red, guaranteeing the spell will land, but only doing 1x damage.
- Whereas if I were to bet on the first dozen (1-12) and expend sorcery points to bet on the second (13-24) i would double my chances of winning, increasing them to 66.66% with a 1.5x multiplier if I'm successful.
The third and final option is your best bet in a sticky situation. By expending 2 spell slots you can retry casting your spell with hopefully a better outcome. This ability is not usable outside of combat. Due to it potentially costing less sorcery points then betting on red and black, you might be led to believe that betting on both colours is redundant due to this ability, but it could always land on the wrong colour twice. In short, this ability doesn't guarantee a win, but gives you a second chance if you fail at first. In card games as opposed to dice games and roulette games where you just reroll or re-spin, you and the dealer (if the dealer is relevant to the game) both draw completely new cards, putting you both on an even playing field.
Level 14: High Roller
With consuming your win streak to deal additional damage, roll 1d6 per win consumed. you can control how many wins you consume, but this ability can only be used once per long rest no matter how many are consumed. Using sorcery points you can save a win streak equal to the amount of sorcery points in the win streak. If you do not have enough sorcery points to conserve your entire win streak, you may use all of your remaining sorcery points to conserve as many wins as you can. Using sorcery points to conserve your win streak has unlimited uses as long as you can afford it using sorcery points.
The House Always Wins
You've made it far enough ahead that you've switched sides. Instead of being the one at the table getting conned, you're the conman you've gotten to the point where you're powerful and notorious as the House itself and you've learned new things and gained new skills you could've never dreamed of before. I mean you know what they say, The House Always Wins. You gain the ability to gamble using your sorcery points, allowing you to bet sorcery points in hopes to win more of them. The pay-out is the exact same as the multipliers for spells. The downside of this amazing power is you can only do two games per long rest. Due to your exploits as a gambler you gain multiple more abilities similar to those in big blind, but much stronger. Aside from the limit on two of big blind's abilities being removed, you gain some more skills. The ability from big blind to bet an additional time on any given bet has had it's cap removed allowing you to bet as many times as you'd like, although the costs are still equivalent to the spell's level. Additionally, you can make as many different bets as you'd like, but as always it costs as many sorcery points as the spell normally would.
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