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# The Gambler Gamblers embrace the power of chaos in spellcasting. Some wish they could become wild magic Sorcerers, or simply wished for a more fun or interesting form of spellcasting than was offered by wizard training. Very at home in casinos and bars, scamming locals and enjoying the limelight. A Gambler is often charming and very intelligent, distracting their opponents with flashy movements while casting their spells to keep their foes from fully focusing on their allies. You'll often find gamblers swindling townsfolk in taverns, walking out of castles with the riches of king's in their bags and the pride of everyone behind them shattered in defeat. Gamblers' use of chaos takes form of a deck of spell cards, each a reusable spell scroll in a super compact form. Gamblers keep the secrets of their script for these cards a close secret, and each makes small changes to the base form, similar to how each wizard records their spells in a unique way. Some uses of the script produce large circles of runes, others hide their runes inside pictures or larger words in various languages. Some even disguise them as normal playing cards
##### Gambler | Level | Proficiency Bonus | Features | Hand Limit | 1st | 2nd | 3rd | 4th | 5th | |:-----:|:-----------------:|:---------|:----------:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Spell Deck, Gambling Specialization | 3 | 6 | - | - | - | - | | 2nd | +2 | Arcane Sleight | 3 | 8 | - | - | - | - | | 3rd | +2 | Subclass feature | 3 | 10 | - | - | - | - | | 4th | +2 | Ability Score Increase | 3 | 12 | - | - | - | - | | 5th | +3 | Fold | 4 | 14 | 2 | - | - | - | | 6th | +3 | Subclass Feature | 4 | 16 | 4 | - | - | - | | 7th | +3 | Fate's Favor | 4 | 16 | 6 | - | - | - | | 8th | +3 | Ability Score Increase | 4 | 16 | 8 | - | - | - | | 9th | +4 | Sacrifice Play | 5 | 16 | 10 | 2 | - | - | | 10th | +4 | Subclass Feature | 5 | 16 | 12 | 4 | - | - | | 11th | +4 | Advanced Drinking | 5 | 16 | 12 | 6 | - | - | | 12th | +4 | Ability Score Increase | 5 | 16 | 12 | 8 | - | - | | 13th | +5 | - | 6 | 16 | 12 | 10 | 2 | - | | 14th | +5 | Subclass Feature | 6 | 16 | 12 | 10 | 4 | - | | 15th | +5 | Wild Card | 6 | 16 | 12 | 10 | 6 | - | | 16th | +5 | Ability Score Increase | 6 | 16 | 12 | 10 | 8 | - | | 17th | +6 | - | 7 | 16 | 12 | 10 | 8 | 2 | | 18th | +6 | Subclass Feature | 7 | 16 | 12 | 10 | 8 | 4 | | 19th | +6 | Ability Score Increase | 7 | 16 | 12 | 10 | 8 | 6 | | 20th | +6 | I can go All Night! | 7 | 16 | 12 | 10 | 8 | 6 |
\pagebreak ## Class Features As a Gambler, you gain the following class features #### Hit Points ___ - **Hit Dice:** 1d6 per Gambler level - **Hit Points at 1st Level:** 6 + CON modifier - **Hit Points at Higher Levels:** 1d6(4) + CON modifier per level #### Proficiencies ___ - **Armor:** None - **Weapons:** Slings, Daggers - **Tools:** All Gaming Sets, Calligrapher's Tools ___ - **Saving Throws:** Intelligence and Wisdom - **Skills:** Choose three from Acrobatics, Arcana, Deception, insight, Perception, Performance, Persuasion, Sleight of Hand #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* an entertainer's pack or *(b)* Explorer's Pack - *(a)* a dagger or *(b)* a sling and 20 sling bullets - one gaming set ### Deck of Spells At level 1 you build your own deck of spells. This deck consists of cards inscribed with your own special brand of runes, designed to compact the spell as much as possible, while still having a theme or look all your own. You may have up to 4 copies of the same spell in your deck at any one time. ###### Cards at Level 1: When you gain this feature, you create 6 spell cards and can fill them with any combination of 1st-level spells from your spell list, obeying the 4-copies rule. ###### At higher levels: Whenever you gain a level in this class, your new spell cards can either be new spells or additional copies of spells already in your deck at the appropriate level, obeying the 4-copy rule. ###### Combat Rules: When you roll Initiative, shuffle your deck (excluding any cards in your hand or discard pile), then you draw cards from the deck up to your hand limit. Whenever you start a turn below your hand limit, you may draw up to your limit. Each spell card has its normal casting time. ###### Deck Modification: When you finish a long rest, you may rewrite 1 spell card to contain an additional copy of a different spell card you have of the same level, obeying the 4-copy rule. However, you cannot use this to create a spell card for a spell not already in your deck. When you overwrite a spell card, if there are no more copies of that spell in the deck, you can no longer create new copies of that spell. To rewrite a spell card with a spell not currently in your deck, you need to find a spell scroll or spellbook containing the spell, which must be on the Gambler spell list, you must be able to understand that source, and you must spend a long rest learning the spell and rewriting it in your rune script onto the spell card. A spell scroll used for this is destroyed. After this, you may use your new spell card to create additional copies on future long rests, obeying the 4-copy rule. ###### Miscellaneous rules: You can spend 1 minute to search through your deck for specific spell cards and use them directly, you may not take cards out of your discard pile in this way. ### Card Casting Ability Intelligence is your spellcasting ability for spells you cast from your cards, since you devise these cards yourself and must fully understand how they function. You use Intelligence whenever a Spell refers to your spellcasting ability. In addition, you use Intelligence when setting the saving throw DC for a Gambler spell you cast from your cards and when making an attack roll with one.
**Spell Save DC** =
8 + your proficiency bonus +
your Intelligence modifier
**Spell attack modifier** =
your proficiency bonus +
your Intelligence modifier
### Arcane Discard As a bonus action you may discard up to the number of cards in your hand and draw that many cards. The total amount of cards you can discard this way per long rest is equal to your Intelligence modifier + your Gambler Level (minimum of 2). Your discard pile is kept separate from your deck, and may be in a pocket space similar to a bag of holding if you wish, otherwise they are held somewhere on your person. The pocket space is only able to contain cards from your Deck of Spells. ### Arcane Sleight At level 2, you start to gain a sense of how cards will play out in your near future. As an Action, you learn the top card of any deck of cards within 15 feet of you. This includes your spell deck, playing cards, etc. You may then shift that card to the bottom of the deck. When you do this, anyone able to see the deck may attempt a perception check against your Spell save DC to notice the shift. If the deck is being held, instead At levels 5, 10, and 15, the number of cards you can look at each time you use this feature increases by 1, to a maximum of 4 cards per use at level 15. When you use this feature to look at more than one card at a time, you may put them back in any order, or shift any number of them to the bottom of the deck, also in any order. If the cards are not placed back in their original order creatures are able to make the perception check as described earlier. \pagebreak ### Ability Score Improvement 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. ### Fold At level 5 you devise a technique to allow you to fold out of combat as easily as poker. As a reaction to taking damage that would reduce your health to or below 0, you may teleport to the location of your previous long rest, if that is not in the same room or location you are currently at. If you are in the location of your previous long rest, you are randomly teleported to a safe location within 1 mile of your current location. When you teleport this way, you arrive stable and conscious with 1 hp and cannot use this feature again until you finish a long rest. ### Fate's Favor At level 7, your gambling prowess and wits manifest as unnatural levels of luck in games of chance. You gain expertise in all Gaming sets and Deception checks. If you do not have proficiency in Deception checks, you gain proficiency instead of expertise. ### Sacrifice Play At level 9, you devise a way to make your lower level spells more powerful. Because you do not have the flexibility of other casters with spell slots, you have to combine your cards to make more powerful effects. When you gain this feature, you gain the following options for casting your spell cards: Combo Sacrifice - You can use multiple copies of the same spell to combine their levels and produce far more powerful effects. To do so, hold 2 or more copies of a spell together when casting the spell. The spell produced will be cast at the combined level of the cards, to a maximum of 9th level. All cards used in this process go to your discard pile after casting. Substitution Sacrifice - You use the energy of a higher level card to upcast a lower level card. to do so, place the lower level spell on top of the higher level spell when casting. The lower level spell will then be cast at the level of the higher level card. Both cards are then placed in your discard after casting. ### Advanced Drinking (needs a better name) At level 11, due to consistent drinking during your gambling session, your liver gains a tolerance for alcohol and other poisons. You may add your proficiency bonus to Constitution checks and saving throws to avoid getting drunk or resist getting poisoned. If you already have proficiency in Constitution saving throws, you have expertise in them for these purposes. In addition, you have resistance to poison damage. \columnbreak ### Wild Card When you gain this feature at level 15, you create 2 Wild Cards, which is shuffled into your deck like a normal card. You may determine the appearance of the card, other than it's backing. It shares the same backing as your other cards, making it indistinguishable from a normal card while in the deck. While one of these cards is in your hand, you can use it as a reaction to counter any spell or spell-like effect (at your DM's discretion if it is not a spell normally castable by players) who's area of effect or target is within 30 ft of you. The spell takes no effect, as if cancelled by a successful casting of Counterspell. Then make an ability check using your Intelligence Modifier. The DC equals 10 + the spell's level. On a success, you capture the spell in the Wild Card and the card returns to your hand, allowing you to cast the spell yourself. The spell is cast using the stats of its original caster, and you may choose its targets normally. The Wild card then goes to your discard pile like normal. On a failure, the Wild card simply goes to your discard pile. ### I can go all night! At level 20, your wealth of expertise in gambling stretches your endurance at the table beyond mortal limits. Once per long rest, you can spend 1 minute to shuffle all of your cards back into your deck. ## Gambling Specifications Gamblers come in many varieties, depending on which tools they focus on. While they are all proficient with cards, most also learn an additional skillset. Throwing Cards, Dice, and more all scratch the itch every Gambler has: to bet it all, and win big. ### Con Artist Con artists specialize in the performance and manipulation tactics that surround gambling. Preferring misdirection tactics in combat, Con artists are as difficult to pin down with a sword as they are for the law. #### Glinting dagger Beginning when you choose this subclass at level 1, you gain the following feature: On your turn, you can use a Bonus Action to force a creature within 30ft to make a Constitution Saving throw against your Spell Save DC. On a fail, the creature is blinded until the start of their turn. A creature has advantage on this saving throw in dim light and automatically succeeds in darkness. \pagebreak #### Magic Mirrors At 3rd level, you devise a method to project trapped illusions using the energy in your spell cards. You gain the following feature: As an action, choose a spell card in your hand, and an enemy within 10 ft of a friendly creature. Both creatures must also be within 60ft of you. Designate 1 creature the "attacker" and the other the "defender". You then throw your card towards the pair, where it forms into 3 illusory duplicates of the attacker which surround the defender. The attacker gains the following benefits for the duration: - Each time the defender targets the attacker with an attack, the attacker rolls a d20 to determine if the attack hits a duplicate instead. If there are 3 duplicates, attacker must roll 7 or higher. With 2 Duplicates, they must roll 9 or higher. With 1 duplicate, you must roll 12 or higher. A Duplicate's AC equals 10 + the Attacker's Dexterity modifier. A Duplicate is destroyed whenever it takes damage from the defender. Whenever a duplicate is destroyed, the Defender takes 1d6 fire damage for each level of the spell card used. - The attacker has advantage on all attacks against the defender for the duration of this feature. The duplicates last for 1 minute or until destroyed. When all duplicates are destoryed or 1 minute elapses, the effects end and the spell card used moves to your discard pile. #### Ace in the Hole Starting at level 6, whenever you use Arcane Discard, you may save 1 of the discarded cards in a special holster hidden somewhere on your body. For 1 minute, that spell may be cast as a reaction when an enemy within 30ft of you that you can see takes an Attack action or casts a spell. If the spell you cast with this reaction damages the creature, they are stunned unitl the end of their turn. If the spell is not cast within 1 minute, it moves to your discard pile. No more than 1 card may be stored in this way at a time. You may replace a stored card by storing a new card via Arcane Discard. Once you cast a spell this way, you cannot cast another this way for 1 minute. (You can still store cards using this feature) #### Disastrous Act At level 10, you gain the ability to use your illusions and acting skills to construct an illusory scene. As an action, you fake a gruesome scene via magic and acting that lasts for 1 minute, centered on a point within 30 ft of you. Each creature of your choice that can see you must make a Wisdom Saving throw vs your Spell Save DC. On a fail, they succumb to the horrifying visage and becomes frightened for the duration. A creature that fails may additionally choose to break down crying and become stunned instead, at the controller's discretion based on the visage you chose. If a creature becomes able to see the visage for the first time at any time during the duration, you can use your reaction to force them to make the saving throw. You cannot use this feature again until you finish a long rest. \columnbreak #### Shackles of Debt At level 14, you become able to demand repayment for harm done to you and your allies, even in the midst of combat. As an action, choose a creature within 30 ft of you that has dealt damage to you or an ally. Magical chains appear and affix themselves to the creature. Tally the total missing HP among friendly creatures within 120ft of you, including yourself, and Mark the total down. For 1 minute or until the total is reduced to 0, the following effects occur: - whenever the target takes damage, the creature that dealt the damage may restore 1d6 hit points and subtract that amount from the target's debt - whenever the target deals damage, roll 1d6 and subtract that amount from the damage dealt and the target's debt. - At the beginning of the target's turn, their debt total increases by 1d4 - If the debt total ever exceeds twice the target's max HP, the target instantly dies. Once you use this feature you cannot use it again until you finish a long rest. #### Rigged Army (Needs Serious balancing) At 18th Level, you become able to temporarily surpass your limits. As an action, you create 4 ghostly duplicates of yourself, arming them with the cards in your graveyard. Shuffle your graveyard and place it facedown, ensuring to keep it separated from your draw pile. At the start of each turn, draw 4 cards from the pile and choose up to 1 to cast as normal. Then choose 1 creature within 30ft of you, and deal 3d6 force damage to it, and discard the cards. When there are no cards left in your discard pile, the duplicates vanish. You may also end this feature early as an action. ### Slicer Card throwers (also known as Slicers) seek to increase their damage capacity by adding velocity to their spell cards. You learn to activate cards from a distance, allowing you to throw your spell cards, and then activate them once they've hit an enemy. To assist this, you have reinforced your spell cards and sharpened their edges. #### Throwing Cards Beginning when you choose this subclass at level 1, your spell cards now count as finesse weapons that deal 1d4 slashing damage, have a thrown range of 20ft, with a long range of 60ft, and you have proficiency with them. Use your Intelligence modifier for your attack and damage rolls. All attacks made with them count as thrown attacks. After making an attack with one, it returns to your hand at the beginning of your next turn. This feature also gives you proficiency in throwing other cards. At levels 5 and 11, you throw an additional card whenever you make an Attack action with these cards. \pagebreak #### Spell Throwing Whenever you cast a spell card, you may first throw the card at the target or a creature within the area of effect for the spell, ignoring the card's normal throwing range restriction. The spell still activates as intended regardless of if you hit the target with this attack. After throwing the card in this way, the card teleports to your discard pile. Note that this feature cannot be used to attack enemies when casting a spell targeting yourself or an ally, and only affects creatures in an area of effect if they are a target for that spell. #### Trick Shots Starting at level 3, you become more proficient with slicing, learning specialized throws. Choose 2 of the following throws to learn. Whenever you throw cards, you may choose one of the throws you have learned. You may only use 1 Trick at a time, regardless of the number of cards in the throw. You learn 1 additional Trick of your choice at levels 7, 10, and 15th level. Each time you learn a new Trick, you may also replace 1 Trick you know with a different one. - Corner Shot: You throw the cards in 2 groups with paths that intersect, causing a ricochet. When you use this Trick, you can target creatures behind cover or around a corner. Only half the original cards in the throw make it to the target. - Tomahawk: You throw the cards upwards with a sharp spin to cause them to arc back down with additional force. When you use this Trick, you ignore any cover as long as there is a path over it, and each card deals 1 additional damage. - Pinning Shot: You aim your cards to pierce through the target's clothing to pin them to the floor. Instead of dealing damage, you force the target to make a Strength Saving throw against your Spell Save DC or have its speed reduced to 0 until the start of your next turn. - Elemental Cocktail: separate the cards in the throw into 4 even groups. Each pile deals fire, lightning, cold, and acid respectively for your INT mod instead of slicing (ex. 1d4 slashing + INT fire) #### Burst Discard Beginning at level 6, you modify the enchantments on your spell cards, gaining a new attack option. This feature modifies your arcane discard feature. When you discard cards using arcane discard, you may instead throw all of them at a creature within range. The creature makes a Dexterity Saving throw against your spell save DC, taking 1d4 slashing + your Intelligence modifier for each card thrown on a failed save. The cards then return to your discard pile as normal, and you draw new cards as normal. \columnbreak #### Card Capture When you gain this feature at level 10, you create a special spell card that you store somewhere other than your deck. As an action, you may throw this card at a creature within 30ft of you. They must make a Dexterity Saving Throw against your Spell Save DC or become trapped inside the card for 1 minute, replacing the image on the card with an image of the creature, which becomes 1ft tall and hovers 3ft off the ground in the space previously occupied by the creature. While in the card, a creature is paralyzed, it's weight becomes 1lbs regardless of its original weight, and its movement speed becomes a fly speed of 5ft (hover). The card has HP equal to 15 times your Gambler level, is vulnerable to slashing and fire damage and is resistant to bludgeoning damage. If the card reaches 0 HP, the creature is released. Once you have used this feature, you can't use it again until you complete a long rest. #### Red Card Starting at Level 14, your discarded cards retain enough magic to be reused in a minor capacity. As an Action, you may throw your entire graveyard in a 15ft cone from you. Each creature in range must make a Dexterity Saving throw, taking 1d4 + your INT mod slashing damage for each card in your graveyard on a fail, or half that on a success. This feature can only benefit from the following Tricks: Elemental Cocktail Once you use this feature you cannot use it again until you finish a long rest. #### Whirling Gambler At 18th Level, you can temporarily surpass your limits. As an action, you can cause your deck and discard pile to transform into a sprialing, protective barrier around you for 1 minute. While this is active, you have half cover from all directions. You may allow 1 creature of medium size or smaller into the barrier with you as a bonus action. In addition, you gain the following benefits: * When you use a feature from this subclass, you can use the cards from your deck instead of the cards in your hand. Using cards from your deck in this way do not count towards the total uses of that feature. You cannot use more cards at once than your hand limit * Creatures enter a space within 5 ft of you for the first time in their turn or end their turn there take 2d6 slashing damage * When you use cards from your deck for Burst Discard, the cards get shuffled back into your deck, ### High Roller Adds dice that you can use for various bonuses #### Dice shot When you choose this subclass at level 1, you gain a set of magical 6-sided dice that you can flick at enemies to deal damage. Each die deals 1d6 bludgeoning damage with a short range of 30ft and a long range of 90ft, and you use your Intelligence modifier for attack and damage rolls. You are proficient with these dice. At levels 5 and 11, you throw an additional die whenever you make an Attack action with these dice. \pagebreak #### Dice of Savras You are starting to be able to use your dice to manipulate fate and the world around you. Your gain a pool of d6s, with 3 dice in it to start. You can use these dice in the following ways: **Dice Distraction** When an enemy within 60ft of you hits a creature with an attack, you may use any number of dice from your pool as a reaction. Roll those dice and reduce the creature's attack roll by the total rolled. If this causes the attack to miss, you lose all the dice used in this way. **Dice Dodge** When a creature within 30ft of you fails a saving throw, you may use any number of dice from your dice pool as a reaction to increase the creature's saving roll by the total rolled. If this causes the creature to succeed the saving throw, you lose all dice used in this way. You gain an additional die for this pool at levels 6, 8, 10, 12, 14, 16, and 18. #### Dice Burst Beginning at level 6, you learn to siphon the energy from your cards into your dice when you discard them. This feature modifies your arcane discard feature. When you discard cards using arcane discard, you may leech the energy from the cards into one of your dice, and throw it at an enemy. Make an attack with your die as in the Dice shot feature, dealing damage as normal plus an additional 2 damage for each card discarded #### Loaded Die Starting at level 10, whenever one or more dice are rolled by a creature within 30ft of you that you can see, you can cause one of those dice to roll over to an adjacent side. You choose the side. For example, a d6 that lands on 1 has 4 adjacent sides to the 1: 2,3,4, and 5. You cannot use this feature to change a 1 to a 6 on a d6, because 6 is not adjacent on the die. This works for the damage rolls on all of your Gambler features, as well as the dice rolled for Banka Francesca. #### Banka Francesca Starting at level 14, you gain the following feature: As an action, choose a bet from among Aces, small fries, and Dragon's Hoard. Then roll 3d10 until one of the following results occurs: • Aces: 3 1s • Small fries: a sum of 6-12 • Dragon's Hoard: a sum of 28, 29, or 30 If the result is the bet you placed, the corresponding effect occurs: • Aces: Target enemy you can see within 100ft dies • Small fries: Create a number of glowing dice or roulette balls equal to the sum rolled. Each one hits a creature of your choice within 120 ft, dealing 1d4 magical bludgeoning damage plus your Intelligence modifier in force damage • Dragon's Hoard: Once you use this feature you cannot use it again until you finish a long rest. \columnbreak #### Roulette Barrier At 18th Level, you can temporarily surpass your limits. As an action, you can cause your deck, discard pile, and dice to transform into a spiraling, protective barrier around you for 1 minute. While this is active, you have half cover from all directions. You may allow 1 creature of medium size or smaller into the barrier with you as a bonus action. In addition, you gain the following benefits: * You can discard cards directly from your deck to power Dice burst. Cards discarded this way do not count towards your limit. * Creatures enter a space within 5 ft of you for the first time in their turn or end their turn there take 1d6 slashing damage plus 2d6 bludgeoning damage * damage rolls you make for the classes features while this is active are treated as if you rolled the maximum possible amount on all dice ### Dealer subclass (Only completed to level 6) Dealers may be on the other side of the table, but their love for the game is no less than any other gambler. Rather than focusing on affecting their own chances though, they instead focus on aiding or disrupting the plans of others. From moving friends and foe in and out of danger #### Dealer's Cane You can spend 1 hour to turn a quarterstaff into a Dealer's cane, via your own techniques. This can be done during a short rest. A Dealer's Cane is a magical martial weapon that deals 1d6 bludgeoning damage and uses your Intelligence modifier for its attack and damage rolls. You have proficiency with your Dealer's Cane. When you hit a creature with a Dealer's Cane, you can force it to make a Strength saving throw vs your Spell Save DC. On a failed save, you either push it 5 ft away from you or pull it into your space and move yourself 5ft horizontally in any direction. Cane Sweep: At level 5, your Dealer's Cane gains the following Attack option: A spectral visage of Your Dealer's Cane sweeps across the battlefield. Each creature in a 5ft cube originating from a point within 15ft of you must make a Strength saving throw vs your Spell Save DC or take 1d6 force damage plus your Intelligence modifier and be moved 5ft horizontally in any direction. On a save the creature takes half damage and is not moved. At level 11, the range increases to 30ft range and the cube is now 10 ft on a slide. #### Hit or bust Beginning at level 3, Whenever another creature you can see makes an attack roll, you can use your reaction and discard a spell card from the top of your deck to roll 1d12 and add it to the Attacker's roll. If the new total before other modifiers is higher than 21, the roll becomes a critical failure and the attacking creature takes 1d6 thunder damage. If the new total is 21, the roll becomes a critical success. You can choose to use this feature before or after the roll, but before any effects of the roll are applied. \pagebreak #### Stack the deck Beginning at level 6, your connection to your deck allows you to forge your Arcane Sleight and Arcane Discard skills into a new evolution of dealing. When you use Arcane discard, you can instead look at the top cards of your deck (following the same rules for number of cards viewed as in Arcane Sleight), then move any number of those cards to your discard pile and replace the remainder in any order on top of your deck.
##### Stack the Deck FAQ This feature is based on Surveil from Magic: The Gathering. Check the official MTG rules to help understand this ability better: [Surveil](https://mtg.fandom.com/wiki/Surveil "Surveil Rules MTG")
#### Lv10: (TBD) #### Seat Change Beginning at level 14, your shuffling begins to affect physical space on a larger scale. As an action, target up to 4 friendly creatures you can see. Those creatures gain the benefits of the Blink spell for 1 minute. Once you use this feature you cannot use it again until you finish a long rest. #### Lv20: (TBD) *Please send feedback in a DM to me on reddit at u/Phantoml25* \pagebreak
##### 1st Level - Absorb Elements - Animal Friendship - Bane - Burning Hands - Catapult - Cause Fear - Chaos Bolt - Charm Person - Chromatic Orb - Color Spray - Disguise Self - Dissonant Whispers - Earth Tremor - Expeditious Retreat - Faerie Fire - Feather Fall - Find Familiar - Fog Cloud - Grease - Heroism - Ice Knife - Illusory Script - Jump - Longstrider - Mage Armor - Magic Missile - Protection from Evil and Good - Ray of Sickness - Shield - Silent Image - Sleep 1st Enchantment - Snare 1st Abjuration - Tasha's Hideous Laughter - Tenser's Floating Disk - Thunderwave - Unseen Servant - Witch Bolt ##### 2nd Level - Aganazzar's Scorcher - Alter Self - Animal Messenger - Arcane Lock - Blindness/Deafness - Blur - Calm Emotions - Cloud of Daggers - Continual Flame - Crown of Madness - Darkness - Darkvision - Detect Thoughts - Dragon's Breath - Earthbind - Enhance Ability - Enlarge/Reduce - Enthrall - Flaming Sphere - Gust of Wind - Heat Metal - Hold Person - Invisibility - Knock - Levitate - Locate Animals or Plants - Locate Object - Magic Mouth - Magic Weapon - Maximilian's Earthen Grasp - Melf's Acid Arrow - Mind Spike - Mirror Image - Misty Step - Nystul's Magic Aura - Phantasmal Force - Pyrotechnics - Ray of Enfeeblement - Rope Trick - Scorching Ray - See Invisibility - Shadow Blade - Shatter - Silence - Skywrite - Snilloc's Snowball Swarm - Spider Climb - Suggestion - Warding Wind - Web ##### 3rd Level - Blink - Catnap - Clairvoyance - Counterspell - Daylight - Dispel Magic - Enemies Abound - Fear - Fly - Glyph of Warding - Haste - Hypnotic Pattern - Lightning Bolt - Magic Circle - Major Image - Melf's Minute Meteors - Nondetection - Protection from Energy - Sending - Sleet Storm - Slow - Speak with Dead - Speak with Plants - Stinking Cloud - Thunder Step - Tidal Wave - Tongues - Water Walk ##### 4th Level - Arcane Eye - Banishment - Charm Monster - Compulsion - Confusion - Control Water - Dimension Door - Fire Shield - Freedom of Movement - Hallucinatory Terrain - Ice Storm - Locate Creature - Polymorph - Stoneskin - Storm Sphere - Vitriolic Sphere - Watery Sphere ##### 5th Level - Animate Objects - Bigby's Hand - Cloudkill - Cone of Cold - Control Winds - Creation - Dominate Person - Dream - Far Step - Geas - Hold Monster - Immolation - Insect Plague - Mislead - Modify Memory - Rary's Telepathic Bond - Scrying - Seeming - Steel Wind Strike - Telekinesis - Wall of Force
\pagebreak ## Appendix A: Gaming rules Here's a short list of optional rules for running games of chance in roleplay: - For simple games of chance like roulette, determine the chance of success for a certain bet, set a DC with equivalent chance of success, and have the better roll a check with the relevant Gaming set to determine success - For games like poker where skill and deception affect success, have players make contested rolls against the dealer or other players to determine success (deception for bluffing in poker, etc.), players can choose to use their proficiency with the relevant gaming set instead of the standard skill - If you choose to play the entire game IRL, look for opportunities to involve character skills like rolling deception checks in poker, or allowing them to roll checks with their gaming set proficiencies to make additional attempts, etc., in games like roulette. Try letting players make a check in Blackjack to determine if they bust or not on their next card. If they succeed, reveal cards from the deck until you reveal a card that does not bust (adjust the DC based on how close they are to busting before they draw)+