ChanceCaster (5e Class)
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The moon shone upon a coin, being flicked into the air repeatedly. The only noise was the clink of metal every few seconds. An elf in dark clothing was smiling from under his hood, watching for his opportunity. On the last flip, his hands were a blur as he weaved his magic. As the coin reached the high point of the flip, his finger stretched upwards. His eyes focused on the coin, waiting to see it levitate, and instead it was pushed higher into the sky, as a small fire bolt had erupted from his hand instead. He laughed, and vanished into the night. Such is the way of chance.
Creating a Chancecaster
Wild magic not wild enough for you? Is it the thrill of the dice, the chance of failure that drives you? Perhaps the odds of a great success, and watching everything else crumble but you is more your style? Then the Chancecaster is the way forward.
- Quick Build
You can make a Chancecaster quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the Charlatan background. Third, choose 2 daggers, a dice set and an entertainer's pack.
As a Chancecaster you gain the following class features.
- Hit Points
Tools: 2 gaming sets
Saving Throws: Wisdom, Charisma
Skills: Choose 2 from Arcana, History, Insight, Investigation, Nature, Perception, Performance, Sleight of Hand
You start with the following equipment, in addition to the equipment granted by your background:
- (a) 2 daggers or (b) any simple melee weapon
- Any gaming set
- (a) Explorer's pack or (b) Entertainer's pack
- If you are using starting wealth, you have 4d4x10gp in funds.
|Features||—Spell Slots per Spell Level—|
|1st||+2||Game of Chance, On the Tables||2||—||—||—||—||—||—||—||—|
|4th||+2||Ability Score Improvement||4||3||—||—||—||—||—||—||—|
|8th||+3||Ability Score Improvement||4||3||3||2||—||—||—||—||—|
|9th||+4||Gambler's Archetype Improvement||4||3||3||3||1||—||—||—||—|
|12th||+4||Ability Score Improvement||4||3||3||3||2||1||—||—||—|
|14th||+5||Bet your Life||4||3||3||3||2||1||1||—||—|
|15th||+5||Gambler's Archetype Improvement||4||3||3||3||2||1||1||1||—|
|16th||+5||Ability Score Improvement||4||3||3||3||2||1||1||1||—|
|19th||+6||Ability Score Improvement||4||3||3||3||3||2||1||1||1|
Game of Chance
Chance has always been an ally of yours, and you have learned to weave your magic through it. At 1st level, you may choose one gaming set that you are proficient with to act as an arcane focus.
On the Tables
At 1st level, your gambling extends into the arcane. You may use your action to attempt to cast a random spell. Choose a table level, with a maximum level equal to your highest spell slot. If you choose a table level of 1st or higher, you must expend one spell slot of that level to perform this action. Expending a level 7 or higher spell slot will use the level 6 table. Roll 2d12, choose one of the results, and use the appropriate table to determine the effects. For each list, if a 12 is rolled, you may reroll both dice and cast both spells. If either dice rolls a 12 however, the spell then fails.
Charisma is your spellcasting ability for your ChanceCaster spells, since the power of your magic relies on your ability to perform and amaze. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a ChanceCaster spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + Charisma modifier.
Spell attack modifier = Your proficiency bonus + Charisma modifier.
- Cantrip (Level 0)
1 Acid splash
2 Create bonfire
3 Dancing lights
4 Eldritch blast
5 Fire bolt
6 Mage hand
8 Sacred flame
9 Sword burst
10 Thorn whip
11 Vicious mockery
- Level 1
1 Armor of Agathys
4 Chaos bolt
5 Earth tremor
7 Healing word
8 Ice knife
9 Shield of faith
10 Tasha's hideous laughter
- Level 2
1 Aganazzar's scorcher
3 Crown of madness
4 Flaming sphere
5 Gust of wind
6 Heat metal
8 Mind spike
9 Ray of enfeeblement
11 Zone of truth
- Level 3
1 Bestow curse
2 Call lightning
5 Magic missile
6 Melf's minute meteors
9 Stinking cloud
10 Vampiric touch
11 Water walk
- Level 4
3 Elemental bane
4 Fire shield
5 Grasping vine
6 Ice storm
7 Otiluke's resilient sphere
9 Shadow of moil
10 Vitriolic sphere
11 Wall of fire
- Level 5
1 Animate objects
2 Bigby's hand
4 Cone of cold
5 Destructive wave
6 Flame strike
7 Hold monster
8 Mass cure wounds
11 Tree stride
- Level 6
1 Blade barrier
2 Chain lightning
5 Flesh to stone
7 Mass suggestion
8 Otiluke's freezing sphere
9 Primordial ward
11 Wall of thorns
At 2nd level, you have enough experience to influence the way you wager. You may choose an archetype: High Roller, Cheat, or Low Stakes. Each archetype will offer features at 2nd, 9th, and 15th level.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
You know when it's time to back out. At 6th level, you may Dodge, Hide or Disengage as a bonus action.
At 11th level, whenever you use the On the Tables feature, you may expend a second spell slot of the same level before rolling. If the spell you cast is a single target spell, it gains the twinned spell metamagic effect. This feature can only be used when expending a 1st level spell slot or higher.
Bet your Life
At 14th level, your gambling runs deep. You may pay for uses of the On the Tables feature with hit points. It costs 10x the table level. If you would be incapacitated by this, the spell fails.
At 17th level, Tymora's blessing is apparent. You gain 3 luck points (described in the Lucky feat of the PHB), which, when expended, are recovered at dawn. Additionally, when you are incapacitated by the use of Bet your Life, the spell is cast instead of failing.
At 20th level, you understand the very nature of arcane gambling. You may expend every spell slot and hit point you have to perform a cataclysmic attack, if your luck holds. You may spread your spell slots and hit points across as many different tables as you wish, including a special 'All In' table that requires expending an 8th or 9th level spell slot, and cast the spells simultaneously. Should you do this, for each failed spell, you fail a death saving throw immediately.
- All In
1 Abi-Dalzim's horrid wilting
2 Antimagic field
3 Divine word
5 Incendiary cloud
6 Power word kill
7 Power word stun
8 Prismatic spray
High risk, high reward is the only way to live for you. Your luck may run out one day, but as long as it's not today, reap the benefits of your wagers!
- Blind Luck
At 2nd level, whenever you cast a damaging spell using the On the Tables feature on a single target, the target must succeed a Constitution saving throw against your spell save DC or be blinded for 1 minute. However, if your spell fails, you must succeed a Constitution saving throw against your spell save DC or be blinded for 1 minute. You may use this feature twice, and recharges after you finish a long rest. You must choose to use this feature before rolling.
- Up the Ante
At 9th level, you can increase the risk in your table spells for greater reward. Whenever you use the On the Tables feature, you may increase the table level by 1 for the spell slot expended, and roll a third d12. If all three dice show a different result, the spell fails. If 2 dice show the same result, you perform the effect of the result of those two dice. If all 3 dice show the same result, you perform the effect of the result, and wild magic triggers. Roll a d100 against the Wild Magic table in the Sorcerer section in the PHB. On 99-00, reroll the Wild Magic Surge. You may use this feature once, and recharges at the end of a short or long rest.
- Lucky 7's
At 15th Level, your lucky number 7 starts to become lucky for others as well. Whenever you roll 2 dice of the same type (such as advantage/disadvantage on ability checks and attack rolls, damage rolls or On the Tables rolls) and they both show 7 (with no modifiers), your luck allows 7 creatures you choose in a 60' sphere, including yourself, to regain 7 hit points, and the modifier of their next roll is +7, regardless of their original modifier. You must choose an amount of creatures as close to 7 as possible, even those who are not allied to you.
Should you roll 3 dice that all show 7, such as Up the Ante, you regain 7 hit points, gain 7 temporary hit points, regain a level 7 spell slot and have a +7 modifier on all ability checks for 7 minutes.
You're never one to gamble unless you're sure you'll win, so why not rig the game? Turn the tables? Someone has to even the odds.
- Even the Odds
At 2nd level, whenever you use the On the Tables feature and one of your d12s shows an odd number, you may increase or decrease the roll by 1. You may use this feature once, recharging when you finish a short or long rest.
- Turn the Tables
At 9th level, you learn counterspell. It doesn't count against your known spells. Whenever you successfully negate a spell using counterspell, you may use the On the Tables feature as part of the same reaction, at the same level as the slot used by the counterspell target. You may use this feature once, and recharges when you finish a long rest.
- Rig the Game
At 15th level, your knowledge of the tables allows you to cheat the system. Whenever you use the On the Tables feature, you may change one of the d12s for a d4, d6, d8, or d10, and roll as normal. You may use this feature once, recharging when you finish a long rest.
Risk taking doesn't seem as profitable to you as some people, you like to play it safe. Caution is key when it comes to gambling, you don't want to lose everything...
- Safe bet
At 2nd level, you rely on your cautious mind to keep you safe. Your AC, when not wearing armour, is 10 + Dexterity + Charisma modifier. Additionally, when you use the On the Tables feature, you gain temporary hit points equal to the table level you chose + your charisma modifier.
- Cash Out
You know when it is time to cut your losses and leave. At 9th level, you gain advantage on Charisma(Persuasion) and Charisma(Intimidation) checks to convince a creature to leave combat. You may use this feature once, recharging when you finish a short or long rest.
- Sure thing
Your mind spots an opportunity to strike. At 15th level, you may use the On the Tables feature, and choose the spell that you cast from the table list, instead of rolling to see the effect. It still requires a spell attack roll or saving throw. You may use this ability once, recharging after you finish a long rest.
Chancecaster Spell List
You can learn all of the spells on the Wizard spell list. At first level, you know two cantrips, and 3 spells. You gain another cantrips every 4 levels (5,9,13,17). Whenever you gain a Chancecaster level, you may learn 1 new spell from this list, up to a level for which you have spell slots available. You may also replace one of your learned spells with a different spell, provided that spell is at a level for which you have spell slots. However, a Chancecaster cannot learn 8th or 9th level spells, but still has 8th and 9th level spell slots.
Prerequisites. To qualify for multiclassing into the Chancecaster class, you must meet these prerequisites: Charisma 13
Proficiencies. When you multiclass into the Chancecaster class, you gain the following proficiencies: Simple weapons, one gaming set of your choice