View Full Version : D&D 5e/Next Arcane School: Tychomancy (second try)

2016-01-26, 12:17 PM
Due to my first version being crazy powerful and not balanced at all, here is my second attempt. It still represents a subtle ability to alter probability and the luck of others for good or bad. Hopefully the flavor comes through despite a mechanically heavy focus on adjusting dice rolls. Anyone who fancies themselves an agent of fortune or manipulator of destiny might consider the Tychomancy school. Anyone who wants to be a living good luck charm or wants their character to have abilities like Domino, Roulette, Black Cat, Jinx, or Longshot might also consider this subclass. I could see this being adapted for Clerics who worship deities related to luck, fate, chaos, trickery or destiny.

Arcane School: Tychomancy

Discern Flux – Beginning when you choose this school at second level, you become fully aware of the subtle signs of good and bad fortune. You know instinctively whenever you or a creature you can see has advantage or disadvantage on attack rolls, ability checks and saving throws. You also know if a creature is receiving any luck based bonuses or penalties.

Fortune’s Friend – At second level your knack for avoiding trouble verges on the supernatural. Whenever you roll a number that is less than or equal to your proficiency bonus on a saving throw, you can reroll the die and must use the new roll.

Fate Shift– At sixth level, you can alter the luck of others. If a creature you can see has disadvantage on an attack roll, ability check or saving throw, you can grant that creature advantage on the roll instead. Alternatively, if a creature you can see has advantage on an attack roll, ability check or saving throw, that creature has disadvantage on that roll instead. You must then finish a short or long rest before using this ability again.

Good Luck Charm - At tenth level, you can imbue an item with a dose of your good fortune. When you create the charm, choose an ability score. The bearer of the charm gains a luck bonus equal to half your proficiency bonus (rounded up) to ability checks and saves that use the chosen ability. You can only empower one lucky charm at a time. If you create a second charm, the first one loses its potency. After creating a good luck charm, you must finish a long rest before creating a new one.

Magus of Chance – At fourteenth level the odds are always in your favor. Whenever you roll for weapon damage or to determine a variable effect for a spell you’ve cast, you may choose any number of dice and reroll them. If you do, you must use the new result.