Probabilitus (5e Class)

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Probabilitus[edit]

Rolling-the-retirement-dice.png
by Chuck Seguin, Canadian Auto Dealer

An agile elf, running at a horde of angry orcs. Wtf, the elf is flying now, and... the orcs, they're dancing. A sneaky thief, slipping through a bedroom window. Unfortunately, he sucks it up and trips. And now the bed upon which the owner of the house was sleeping is a cow. What a day. A gallant knight rushes into a bandit-infested castle to rescue a princess at a grand-ol-speed of 10 feet. A bandit swings at him and "blam" a perfect shot to the head. Much to the bandit's surprise, the knight just smiles and cuts his head off with superhuman strength.

However you choose to go about your fights and life, it is always a crazy adventure fighting against, with, or as a probabilitus. Their power does not lie in their lifestyle. It instead lies in the unseen hand, the random chance that drives every moment of our every day. They can specialize in pretty much anything they want, whether it be spell-slingers, tanks, thieves, lovers, archers, or even peasants. There is only one constant in their lives- the fact that there is no constant.


Creating a Probabilitus[edit]

When creating a Probabilitus, consider how they obtained their powers. Did they bump into Chancus, the god of Random? Did they become magically infused with a RNG? Did they accidentally slip through the cracks of reality?

What has lead your character to a life of adventure? Have they always been fond of exploring the world around them? Do they want to expand and gain a greater understanding of their power? Do they want to help others? These are a few reasons, among many, for which your character may decide to begin adventuring.

Quick Build

You can make a basic melee Probabilitus quickly by following these suggestions. First, Strength should be your highest ability score, followed by Constitution. Second, choose the soldier background. Third, choose a longsword with a shield and a chain shirt.

Class Features

As a Probabilitus you gain the following class features.

Hit Points

Hit Dice: 1d8 per Probabilitus level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Probabilitus level after 1st

Proficiencies

Armor: All Armor, Shields
Weapons: Simple Weapons, Martial Weapons
Tools: None
Saving Throws: Wisdom,Strength
Skills: Choose two: Athletics, Insight, Perception, Stealth, Acrobatics, Investigation, Medicine

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Any Martial Melee Weapon and a Shield or (b) A Shortsword and any Simple Weapon or (c) A Light Crossbow and 20 Bolts
  • An Arcane Focus
  • (a) An Explorer's Pack or (b) A Dungeoneer's Pack
  • (a) Leather Armor or (b) Chain Shirt

Table: The Probabilitus

Level Proficiency
Bonus
Features Chance Total Spells Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 A World of Chance 0
2nd +2 Spellcasting, Wild Magic 0 2 2
3rd +2 Specialization Feature 1 3 3
4th +2 Ability Score Improvement 1 3 3
5th +3 Extra Attacks 2 4 4 2
6th +3 Jack of Some Trades 2 4 4 2
7th +3 Specialization Feature 3 5 4 3
8th +3 Ability Score Improvement 3 5 4 3
9th +4 Rando Bomb 4 6 4 3 2
10th +4 Specialization Feature 4 6 4 3 2
11th +4 World Warp 5 7 4 3 3
12th +4 Ability Score Improvement 5 7 4 3 3
13th +5 Russian Roulette 6 8 4 3 3 1
14th +5 Messing with the RNG 6 8 4 3 3 1
15th +5 Specialization Feature 7 9 4 3 3 2
16th +5 Ability Score Improvement 7 9 4 3 3 2
17th +6 Improved Rando Bomb 8 10 4 3 3 3 1
18th +6 Specialization Feature 8 10 4 3 3 3 1
19th +6 Ability Score Improvement, Improved Russian Roulette 9 11 4 3 3 3 2
20th +6 Hyper-Advanced Messing with the RNG 10 11 4 3 3 3 2

A World of Chance[edit]

Due to a close encounter with the raw energies involved in the chance that drives the world, you now act as a conduit through which the energies may flow. Your powers and abilities ebb and flow at random, at times both greatly enabling you and at others greatly hindering you. Starting at 1st level, pick a number of chance trips equal to 5 + your chance trip total. These should have values adding up to the chance total for your level. The same one may chosen more than once. Every time you level up, you may pick new chance trips (this includes changing old ones).

Chance Trips[edit]
Cost 1:[edit]
  • +Strength: Your strength and constitution modifier each increase by 1.
  • -Weakness: Your strength and constitution modifier each decrease by 1.
  • -Clumsiness: When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take full damage if you succeed on the saving throw, and double damage if you fail.(Damage doubles for each time rolled)
  • +Speed: Your dexterity modifier increases by 1 and your speed increases by 10.
  • -Stickiness: Your dexterity modifier decreases by 1 and your speed decreases by 10.
  • +Evasion: When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.(Damage decreases by half for each time rolled)
Cost 2:[edit]
  • +Regeneration: You regenerate hit points equal to 1d8 times 1/3 of your Probabilitus level(rounded down, min 1) at the end of your turn.
  • +Flight: You gain a flying speed of 60. (Increases by 60 for each additional time rolled)
  • +Toughness: You gain temporary hit points equal to 1d8 times your Probabilitus level.
  • -Blood Loss: Take 1d8 damage for every 5 feet you move and every action or reaction you take.
  • +Elemental: Deal an extra 1d8 of fire, cold, or lightning damage with every melee, ranged, or spell attack.
  • +Arcana: Add your wisdom, intelligence, and charisma modifiers to your spell attack modifier, spell save DC, and spell damage.
Cost 3:[edit]
  • -Ailment: You are affected by one of the following conditions(Roll a d4):
  1-Blind
  2-Deaf
  3-Frightened(of the closest hostile creature)
  4-Prone
  • +Phase Shift(Positive): Increase your AC by 3.
  • -Phase Shift(Negative): Decrease your AC by 3.
  • -Anti-Magic: You cannot cast any spells and the magical effects of items you use are nullified. If you roll this twice, you additionally have disadvantage on all saving throws vs magic, and spell attack rolls against you have advantage. If you roll this thrice, you additionally take double damage from all magical sources.
  • +Godly Vestment: All positive chance trip effects rolled this turn have their effects doubled.(As if they were rolled double the number of times that they actually were)
  • -Godly Abandonment: All positive chance trip effects rolled this turn are nullified.
  • +Resistance: Gain resistance to all non-magical damage.
Cost 4:[edit]
  • +Shadow: When you take damage, roll a d4. If the result is 3 or higher, negate all damage and effects of that attack dealt to you. In addition, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.(If rolled more than once, may do the negation roll multiple times and teleport distance increases in increments of 60 feet)
  • +Vampirism: Recover hit points equal to 2 times the amount of damage you deal with any melee attacks.
  • -Suffering: You take 2d4 damage times your Probabilitus level. This damage bypasses temporary hit points.
  • -Extreme Ailment: You are affected by one of the following conditions(Roll a d4):
  1-Petrified
  2-Paralyzed
  3-Unconscious
  4-Gains a level of exhaustion(long-lasting)
Cost 5:[edit]
  • +Invincibility: You cannot take damage or be affected by any negative conditions.(pre-existing conditions return at the beginning of your next turn)(rolling more than once does nothing)
  • -Disease: You contract one of the following diseases that is long-lasting, meaning you still have the disease past the start of your next turn(Roll a d4):
  1-Cackle Fever(DMG)
  2-Sewer Plague(DMG)
  3-Sight Rot(DMG)
  4-Dance Fever

At the beginning of each turn, you may choose to release the powers of chance. When you do so, assign each of your chosen chance trips to a number in sequential increasing order from 1 and roll 3 dice with numbers of possibilities greater than or equal to the number of chance trips you have. If the number you roll is not one of the number's assigned, reroll the die. Each of the chance trips you rolled come into effect until the start of your next turn. In addition, holding back the powers of chance requires concentration. As such, whenever you take damage, you must make a Constitution saving throw to maintain your concentration. The DC equals 10 or half the damage you take, whichever number is higher. If you take damage from multiple sources, such as an arrow and a dragon’s breath, you make a separate saving throw for each source of damage. To regain control, you must meditate for 1 minute.(No need to roll for effects while meditating)

Spellcasting[edit]

At the 2nd level, you have learned to harness the chaotic energies to cast arcane spells.

Spell Slots[edit]

The Probabilitus table shows how many spell slots you have to cast your spells of 1st level or higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

Spells Known of 1st Level and Higher

At 2nd level, you know three 1st-level spells of your choice from the Paladin or Wizard spell lists. The Spells Known column of the Probabilitus table shows when you learn more spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new spell, which can be 1st, 2nd, or 3rd level.

Additionally, when you gain a level in this class, you can choose one of the spells you know and replace it with another spell from the spell lists, which also must be of a level for which you have spell slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your spells, your power derives from researching how to wield magic from your own determination. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for an spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your Probabilitus spells.

Wild Magic[edit]

Beginning at level 2, whenever you cast a spell, roll a d6. If you roll a 1, roll on the Sorcerer's Wild Magic Surge table to create a random magical effect.

Specialization of Chance[edit]

At 3rd level, you choose a specialization that you strive to emulate, such as Everycaster. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

Ability Score Increase[edit]

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.

Extra Attacks[edit]

Beginning at 5th level, you can Attack a number of times equal to the absolute value of 1d6 - 2 (minimum 1 attack), instead of once, whenever you take the Attack action on Your Turn.

Jack of Some Trades[edit]

From 6th level on, you can add 1d4 + 1 to any ability check you make that doesn't include your proficiency bonus. In addition, you can choose a skill, tool, or weapon you are not proficient in. You must spend at least 30 minutes training yourself with another character who is proficient with the chosen skill, tool, or weapon, and willing to teach you.

Rando Bomb[edit]

At level 9, you gain the ability to drop a bomb of random on an opponent. Using an action, you may choose a creature within 60 ft. You may pick 5 chance trips with a chance total equal to the negative of your own chance total. At level 17, the chance total changes to the negative of two times your own chance total. At the beginning of that creature's turn, they must roll for those chance trips as you would for your own.

World Warp[edit]

Starting at level 11, the raw power of chance running through you becomes so strong that it begins to warp the world around you. Using an action, you may make a wisdom check in an effort to randomly completely change a target object or creature. The DC is determined by your DM. If successful, the target transforms into a random beast from a list that you and your DM have agreed upon. Also, if you are touching an object(including armor, clothing, weapons, friends, enemies, rocks, etc.) and you roll a natural 1, one of the objects you are touching(you can choose) transforms into a random beast from your list.

Russian Roulette[edit]

Upon reaching level 13, your chance energies begin to demonstrate their power over life and death. As an action, you may choose up to 8 creatures (including yourself) within 120 feet. You must choose yourself or at least one ally. Assign each of the creatures a number from 1 to 8 (the same number may be assigned more than once). Roll a d8. The creatures assigned to the number rolled(if any) receive 8d12 force damage. You regain the ability to use this feature after a short rest. At level 19, the damage increases to 6d20 + 4 force damage.

Messing with the RNG[edit]

At level 14, you gain some sort of direct control over the powers of chance through much practice and effort. You may re-roll any one die of your choice, regaining the use of this feature after a long rest. At level 20, instead of re-rolling, you may choose a new result for the die.


Everycaster[edit]

You fire enough spells off and some are bound to hit, right?

Errant Arcana

When you choose this specialization at level 3, you from now on have double the number of spell slots shown on the Probabilitus table. However, you subtract your strength modifier from your spell attack modifier.

Power Up

At level 7, you gain greater control over your spells. Add your wisdom modifier to the damage roll when you make a spell attack.

Extreme Spellcasting

As an Everycaster, starting at level 10, you can choose the 2 point chance trip, super cast:

  • +Super Cast- When you cast a spell, roll a d4. The spell is cast a number of times equal to the result, all at the same level of casting. If it requires concentration, you may count all instances of the spell as one spell.
Magical Fountain

At level 15, you gain the ability to manifest a fountain of chaotic energy. Using a level 1 or higher spell slot and an action, you can manifest a 9'x 9' illusory fountain within 60 ft of the caster. The fountain lasts for a minute or until you spend an action to dispel it. A creature within 5 feet of the fountain may activate the fountain using an action. Once activated, the creature who activated it rolls for a chance trip as if they had all of the chance trips. If you cast this with a spell slot above level 1, you gain the ability to, using a reaction, have a creature re-roll for their chance trip a number of times equal to the number of spell slot levels above the first. If you are using the fountain, you may use a bonus action for the re-rolling.

Spell Burst

By the time you reach level 18, you have gained the remarkable ability to "shotgun" spells such that you gain a power called spell burst. When you gain this feature, choose a spell from the following list.

You may use an action to activate the spell, casting it 1d4 times. However, you get -4 to your spell attack modifier to hit with this spell if it is a spell attack or -3 to the DC of any checks required by the spell. If it requires concentration, you may count all instances of the spell as one spell. You regain use of this feature after a long rest.

Chance Channeler[edit]

As a Chance Channeler, you strive to harness the power behind chance and infuse it into your weapon strikes.

Roll It Again

When you pick this specialization at level 3, you gain the ability to re-roll weapon attack rolls. After you roll a weapon attack roll, you may, once per turn, roll again and you must use the new result. You have a number of uses of this feature equal to your chance total and you regain all uses after a short rest.

Fighting Style

At level 7, you adopt a particular style of fighting as your specialty. Choose a fighting style from the list of optional features. You can't take the same Fighting Style option more than once, even if you get to choose again.

  • Archery-
You gain a +2 bonus to Attack rolls you make with Ranged Weapons.
  • Defense-
While you are wearing armor, you gain a +1 bonus to AC.
  • Dueling-
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.
  • Great Weapon Fighting-
When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.
  • Protection-
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the Attack roll. You must be wielding a Shield.
  • Two Weapon Fighting-
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack.
Weapon Manipulation

As a Chance Channeler, starting at level 10, you can choose the 2 point chance trips, weapon weave and weapon crush:

  • +Weapon Weave-Choose 2 of your weapons. They become combined. All stats and properties (including damage) of each weapon are added together to form the new weapon. Concerning conflicting properties, heavy and light cancel each other out, two-handed and versatile change to two-handed(use upper versatile damage when adding together), two-handed and one-handed become versatile(increase one-handed dice level by 1 for upper versatile damage), ranged and melee can both be applied to same weapon.
  • -Weapon Crush-Any weapon you try to use instead just falls to the ground.
Chaotic Strike

By the time you reach level 15, your weapons take on some change power of their own, allowing you to, more easily, deal devastating damage. Critical strikes now occur upon rolling 18 or greater, instead of just 20.

Chaos Energy

At level 18, your strikes become infused with the energy of chaos. You may add a d20 to the damage of an attack you make with a weapon.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the class, you must meet these prerequisites: None

Proficiencies. When you multiclass into the class, you gain the following proficiencies: Wisdom Saving Throws, Any One Martial Weapon



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