Crazy Slots Sorcerer

by Zekiro

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Gambler's Soul

In many cases there are bloodlines of sorcerers that come from noble backgrounds, be it draconic, celestial, divine, or even that of the wild. None are as peculiar as the blood that flows through you. Be it from a long line of gamblers, a bet with a devil that went your family's way, or a blessing from the goddess of luck. Whatever it may be, fame and fortune guide you as you go on adventure.

Will fortune be on your path, or will you fall subject to a run of bad luck. You are lucky or unlucky enough to have this power manifest. It is up to fate to decide what happens, but you can always tip the scales ever so slightly. Who knows what is in store, but one thing is for certain, the house always wins.

Bonus proficiencies

Starting at 1st level, you gain proficiency with light and medium armor, simple and martial weapons, as well as shields.

Crazy Adept

Your affinity for fighting upclose gives you the option to learn some non sorcerer spells. When your Spellcasting feature lets you learn a sorcerer spell of 1st or higher level, you can select a spell from this list instead.

Crazy Slots Spells
Spell Level Spell
1st Armor of Agathys
1st Searing Smite
1st Thunderous Smite
1st Wrathful Smite
2nd Branding Smite
3rd Blinding Smite
3rd Elemental Weapon
4th Staggering Smite
5th Banishing Smite

Crazy Slots

Starting at 1st level, you use your gamblers bloodline to summon a slot machine when in danger.

At the start of combat, along with your initiative roll, also roll 1d12. A magical slot machine appears next to you and dispense a weapon that corresponds with the weapon the the crazy slots table. Any weapon that is dispensed from crazy slots is able to be used with charisma instead of strength or dexterity.

You may spend a sorcerer point and a bonus action to re-roll any crazy slots roll you may have gotten

Jackpot

Starting at 1st level whenever you roll a 1 on your crazy slots roll you are able to pick any weapon off the Crazy Slots table, and use that weapon for the remander of combat.

Crazier Slots

Starting at 6th level, you have gained some control over the tides of your crazy slots. Crazy slot weapons are now magical for the purpose of overcoming resistances. When you roll initiative you may spend a sorcery point, up to 5 points, to change the crazy slots die you roll.

Crazier slots
Sorcery Points Spent Crazy Slots Die
1 1d10
2 1d8
3 1d6
4 1d4
5 Coin Flip

Extra Attack

Starting at 6th level you gain the ability to attack twice when you take the attack action on your turn. You are able to substitute one of the attacks for a cantrip.

Improved Jackpot

Starting at 6th level, when roll a 1 on your crazy slots die, you gain the benefits of jackpot as well as the following benefits. You regain half of your total sorcery points. Your next leveled spell slot up to a 5th level spell is cast without expending a spell slot.

Custom Slots

Starting at level 14 over the course of 10 minutes you are able to add any weapon into crazy slots into whatever spot you choose. The weapon in the slot machine is then spat out and the new weapon can be inserted into crazy slots. The new weapon will stay unless removed from the machine. These weapons gain the benefits of crazy and crazier slots. You are not allowed to replace the jackpot.

BIG WINNER!

Starting at 18th level if you roll a jackpot, you gain the previously stated benefits as well as Unlimited sorcery pointa, all of your weapons in crazy slots gain +3, and you may add your charisma to your AC. These benefits last until the end of combat.

Crazy slots
1d12 Weapon Dispensed
1 Jackpot
2 Dagger
3 Scimitar
4 Rapier
5 Flail
6 Mace
7 Longsword
8 Battleaxe
9 Trident
10 Halberd
11 Lance
12 Greatsword
 

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