Base Class: Sorcerer
Gambling's in your blood. Ever since that day when your great grandfather won a horse betting for millions, or when your mother planned on the biggest chance heist in history; some would say you're blessed. And unbeknownst to most - you are. Because a magic such as this being caused by utter random chance is a wild gamble... which is why you have it in the first place.
Level 3: I Can Quit Anytime I Want
You gain the ability to bet on the behaviours of others, and learn to gain from their moves.
You gain a resource known as Chips - an ethereal manifestation of the bets you make.
At the end of a long rest, you may convert any number of hit dice into 3 chips each. (The DM may change the value of each hit die, and may allow you to bargain other resources for chips.)
At the start of the round, you may privately inform the DM of a bet you would like to make and how many chips you would like to wager. These bets can be things such as "I bet someone will roll a 20 this round", "I bet every character will take a movement action", or "I bet this character will say this."
The DM then informs you of the odds of your bet. If you win the bet, you gain chips based on the odds. Otherwise, you lose the chips wagered.
Below is a reference table of odds.
1 to 4 Odds: Very likely to happen. If you win, you gain additional chips equal to 25% of the chips wagered.
1 to 2 Odds: Likely to happen. If you win, you gain additional chips equal to 50% of the wagered.
1 to 1 Odds: Equally likely to happen and to not happen. If you win, you gain additional chips equal to 100% of the chips wagered.
2 to 1 Odds: Double as likely to not happen as it is to happen. If you win, you get additional chips equal to 200% of the chips wagered.
4 to 1 Odds: Very unlikely to happen. If you win, you get additional chips equal to 400% of the chips wagered.
Note that the DM is in no way required to give you the actual odds, and may twist the odds as they wish.
If you in any way directly tell the players about your bet, you lose the bet (DM Discretion). However, subtle nudges are allowed - for example, casting the "Longstrider" spell on the party after a bet in which you say every party member will move 30 or more feet this round.
The amount of chips you have resets to zero whenever you take a Long Rest.
Level 3: Cashing In
You learn to assess your surroundings and situation to cash in your chips on the right plays.
As an Action or Bonus Action, Choose a creature you can see within 60 feet of you other than yourself. That creature becomes your "Call". Choose one of the Jackpot effects below and pay the corresponding amount of Chips. That creature gains the chosen effect. Each effect lasts until the end of the creature's next turn.
- Rabbit's Foot | 8 Chips | The creature gains an additional 15 ft movement speed.
- Mind Lock | 16 Chips | The first concentration saving throw the creature make before the start of their next turn is made at advantage. If they already have advantage, they add their proficiency bonus instead.
- Topsy Turvy | 27 Chips | When the chosen creature casts a spell that forces a saving throw, they can choose one of the targets to make the save at disadvantage.
- Queen's Gambit | 33 Chips | The creature gains an AC bonus equal to your charisma modifier, to a maximum of 5.
- Ace of Hearts | 34 Chips | The creature can choose to immediately roll 3 of their Hit Dice and regain Hit Points equal to the amount rolled. In addition, you choose a condition that is currently affecting them to end.
- Potshot | 35 Chips | The creature's critical hit threshold is reduced by 1 for one attack of their choosing.The creature's critical hit threshold is reduced by -1 for the next Attack action they make. This includes all the attacks made as part of the action, but not any attacks made after, such as through Bonus Action followups.
- Royal Flush | 40 Chips | If the chosen creature lands a critical hit, each of the hit dice used for that attack has its amount increased by one.
- Lucky Number 7 | 50 Chips | A Golden Chip manifests on the creature's person. Whenever they make a D20 Test before the effect ends, they can choose to add a +5 bonus before they see the outcome of the roll. The Free Chip is then expended, turning to dust.
- Rolling Uphill | 60 Chips | At the start of their turn, the creature rolls a D20. Before the roll, the creature guesses the number it will land on. If the number rolled is one below, one above or equal to their prediction, they can choose to regain one use of one of their abilities that recharge on a Short Rest. If they guess incorrectly, nothing happens.
The DM may create new or modify existing Jackpots as they wish. If you are multiclassed with any other class, then you can only use this feature an amount of times equal to your Sorcerer level.
You can only call one creature at a time. At 9th level, you can choose two creatures to bet on instead of one. At 16th level, you can choose three creatures to bet on.
Level 6: 21 Aces
Games of chance and luck become your specialty, even when they may backfire. As a bonus action, you can roll d10s until you decide to stop, or the cumulative total roll is above 21. Then, roll d10s until the total is above 17.
If the first set of rolls is above 21 or the second set of rolls is above the first, you lose all of your chips. Otherwise, if the second set of rolls is over 21, or the first set is above the second set, double your chips.
You can use this feature once per long rest.
Level 6: Gambler's Intuition
Your ability to deduce and analyze the actions of others has extended beyond combat alone.
Expending 35 chips while interacting with a creature (the DM chooses what classifies as an interaction) allows you to gleam three specific words that describe the thoughts of the creature and the vibe of the conversation, chosen by the DM. They can be as vague and unhelpful or revealing and helpful as the DM chooses. For example, interacting with an orc soldier that disapproves of your actions may gleam the words "HOSTILE, DISAPPOINTED, UNNERVED".
You cannot use this ability on the same creature more than once every 24 hours, and you can use this ability an amount of times equal to half of your proficiency bonus, rounded down.
Level 14: Fudge the Dice
You learn to push certain facets of a gamble with your innate luck magic, even if your methods are... less than legal.
You can now exchange a number of sorcery points at the start of your turn, gaining Chips equal to triple the amount of sorcery points you expended. In addition, you can expend 20 Chips to cast any single target enchantment spell that does not require concentration, and is 3rd level or below on one willing creature within the spell's range. The spell automatically ends at the end of the creature's next turn.
You can use this feature up to a number of times equal to your proficiency bonus, rounded down.
Level 18: Double or Nothing
Win it big, or lose it all, that is the core tenet of your being. Whenever a D20 Test is performed within 80 feet of you, you can choose to roll a percentile die. On a result of 55 or higher, that roll becomes a natural 20. On a result of 54 or lower, the roll becomes a natural 1.
You can use this feature once per long rest. You can use it again earlier if you expend 150 Chips.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
12/27/2025 12:07:58 PM
|
10
|
1
|
--
|
Coming Soon
|
|
|
12/28/2025 10:07:24 AM
|
15
|
1
|
--
|
Coming Soon
|
|
|
12/29/2025 9:50:36 AM
|
20
|
1
|
--
|
Coming Soon
|
|
|
1/2/2026 1:34:10 AM
|
32
|
1
|
--
|
Coming Soon
|
|
|
1/3/2026 4:57:17 AM
|
30
|
1
|
--
|
Coming Soon
|
|
|
2/8/2026 1:21:12 PM
|
111
|
4
|
--
|
Coming Soon
|
Comments