Sorcerer
Base Class: Sorcerer

If you choose this class your character may have been bestowed a deck of cards from a higher being or maybe they stole it from a powerful wizard either way your character embraces chances they could love the chaos of gambling or perhaps they are smart tacking gambles based on the percentage of something happening in their favour 

your character is adept in illusion and trickery magic 

Order of chance

Choose one of the following options:

Order of Calculation

You carefully calculate the chances in gambling.

Order of Chaos

You embrace the chaos in gambling

Bonus Proficiency

Skills: Insight, Deception and Slight of hand 
Tools: gain expertise in Playing card sets

The Tell

Gain expertise in insight.Twice per long rest when you make a spell attack you can make the roll with advantage and add your proficiency bonus to the attack roll, alternatively when something attacks you with advantage you can use your reaction to have the attack be at disadvantage instead. 

Favours of Prospect

Starting at 1st level you gain a favour based on your order of chance. you gain a new favour at level 18.

Arcane Assessment

When you hit a creature that you target with a spell of the Illusion,Enchantment or Abjuration school of magic, or fails a saving throw against one of those spells you can spend 2 sorcery points to discern that creatures type, that creature's condition immunities as well as it's damage immunities, weaknesses and resistances.

Intricate Mind

You gain advantage on all intelligence saving throws and checks. When you use your Lucky Strike ability you can gain a bonus to your AC equal to your intelligence modifier (minimum of 1) until the start of your next turn and you can't be hit by attacks of opportunity. 

Reckless Gambit

As a bonus action you can roll a d20. If the number rolled is odd, regain sorcery points equal to twice your Charisma modifier. If the number rolled is even, take damage equal to the number you rolled plus half of your total Hp rounded up. You can use this feature once per long rest.

Spell Exertion

When you run out of a level's spell slots you can choose to exert each spell of that level afterwards as an action each. When you exert a spell you cast that spell without spending a spell slot by taking damage equal to that spell's level's worth of D4. A spell that is exerted can't be exerted again and exerted spells can't be cast even after regaining spell slots nor can they be cast at a higher level. You can unexert all of your exerted spells by spending half of your sorcery points (rounded up.) 

Lucky Strike

After rolling damage for a spell you can re-roll any number of damage dice by either spending a number of sorcery points equal to the number of dice you re-rolled or taking damage equal to the original damage rolled.

Chance Manipulation

You learn the Guidance cantrip and can cast it as a bonus action.

"Hard to Read"

Gain proficiency in Wisdom Saving Throws.

Previous Versions

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3/8/2020 11:53:06 PM
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