Coincaster (5e Class)

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Coincaster[edit]

The Coincaster is a mystical adventurer whose life revolves around chance and fortune. Born in societies where fate is decided by enchanted coins, these individuals have perfected the art of manipulating luck through supernatural wagers and mystical techniques. Their background combines the cunning of a gambler with the wisdom of a seer, using their coins to alter events, defy natural laws, and change the course of battle. Coincasters view uncertainty as an opportunity and risk as a means to achieve near-divine mastery over destiny.

Class Features

As a Coincaster you gain the following class features.

Hit Points

Hit Dice: 1d10 per Coincaster level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Coincaster level after 1st

Proficiencies

Armor: Light Armor
Weapons: Thrown Weapons, Daggers, Coin Pouches
Tools: Gambling Tools
Saving Throws: Dexterity, Charisma
Skills: Deception, Insight, Perception, Sleight of Hand, Stealth, Persuasion, Acrobatics

Equipment

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

  • (a) Bag of Lucky Coins or (b) Set of 10 Enchanted Coins or (c) Marked Deck
  • (a) Explorer’s Pack or (b) Entertainer’s Pack
  • (a) Gambling Set (Dice, Cards, or Coin Set) or (b) {{{item3b}}}
  • If you are using starting wealth, you have 5d4x10 starting gold (if using starting wealth) in funds.

Table: The Coincaster

Level Proficiency
Bonus
Coins in Play Features
1st +2 3 Fate Toss, Lucky Strike
2nd +2 3 Increased Odds
3rd +2 4 Fortune’s Bet, Coin Tricks
4th +2 4 Ability Score Improvement, Double or Nothing
5th +3 5 The House Always Wins
6th +3 5
7th +3 6
8th +3 6 Ability Score Improvement
9th +4 7 Hand of Fate
10th +4 7
11th +4 8
12th +4 8 Ability Score Improvement
13th +5 9
14th +5 9
15th +5 10
16th +5 10 Ability Score Improvement
17th +6 11 Wheel of Destiny
18th +6 11
19th +6 12 Ability Score Improvement
20th +6 15 Grand Jackpot

Class Features[edit]

Fate Toss (Level 1)[edit]

The cornerstone of the Coincaster’s power is Fate Toss. With this technique, the Coincaster invokes the power of chance by flipping an enchanted coin and declaring "Heads" or "Tails" before it lands. If the prediction is correct, fate favors the Coincaster, granting advantage on the next attack roll, ability check, or saving throw; additionally, the coin glows with mystical energy until the next turn. If the prediction is incorrect, the Coincaster suffers disadvantage on the next roll and temporarily loses 1d4 hit points, symbolizing fate’s misstep. This ability can be used a number of times equal to the sum of the Charisma modifier and the proficiency bonus, and it recovers after a short or long rest.

Lucky Strike (Level 1)[edit]

The Coincaster has learned to turn a simple toss into a devastating attack. When making an attack roll with a coin, the Coincaster can declare Lucky Strike. If the result of the d20 is an odd number, the attack becomes a critical hit, dealing extra damage and marking the target with the favor (or wrath) of fate. This ability can be used once per turn.

Increased Odds (Level 2)[edit]

Starting at level 2, the Coincaster can have a greater number of coins in play, as indicated by the "Coins in Play" table. Additionally, the Coincaster can assign special effects to their coins (such as elemental damage, stunning, or weakening enemies), with these effects determined at the DM's discretion to provide versatility and customization in combat.

Fortune’s Bet (Level 3)[edit]

At level 3, the Coincaster learns to openly challenge fate with a daring wager. Once per long rest, the Coincaster may roll a d100. - If the result is 50 or higher: The Coincaster regains half of the class resources spent and one of their coins becomes imbued with a powerful special effect until the next long rest. - If the result is lower than 50: The Coincaster loses half of their current hit points, but their next coin toss automatically hits and counts as a critical hit, representing a dramatic twist in fate.

Coin Tricks (Level 3)[edit]

The Coincaster develops advanced techniques to maximize the impact of their tosses. Among these techniques are: Precise Bounce: The coin ricochets, striking an additional target within 15 feet, allowing the Coincaster to attack two foes in rapid succession. Explosive Coin: The coin is charged with explosive magical energy, dealing extra damage equal to the Coincaster's Charisma modifier. Double Flip: The Coincaster can flip two coins simultaneously and choose the more favorable result, increasing the chances of success in critical situations.

Double or Nothing (Level 5)[edit]

Starting at level 5, the Coincaster may risk everything with the "Double or Nothing" option when using Fate Toss. If the toss is successful, the beneficial effect is doubled, providing a decisive boost. If the toss fails, the negative effect is applied twice, illustrating the high cost of challenging fate. This ability emphasizes the boldness and willingness to take risks that characterize Coincasters.

The House Always Wins (Level 9)[edit]

At level 9, the Coincaster gains the ability to directly manipulate the probability of any roll within a 30-foot radius, causing it to automatically count as a 10. This ability demonstrates the near-absolute control the Coincaster exerts over chance, forcing enemies to confront the relentless force of manipulated destiny.

Hand of Fate (Level 13)[edit]

At level 13, the Coincaster perfects their connection to fate. With the Hand of Fate ability, they can choose the outcome of a Fate Toss without needing to flip a coin, forcing the result that best suits their needs. This ability can be used a number of times equal to the Charisma modifier per long rest, allowing the Coincaster to change the course of battle in critical moments.

Wheel of Destiny (Level 17)[edit]

At level 17, the Coincaster reaches extraordinary power with the Wheel of Destiny. Once per long rest, they can force all creatures within a 30-foot radius to roll a d100 to determine their fortune or misfortune. - 1 to 25: The creatures suffer disadvantage on all actions for 1 minute, symbolizing a streak of bad luck. - 26 to 50: The creatures become confused and must repeat their last action at the start of their next turn. - 51 to 75: The creatures gain advantage on their next action, enjoying a brief moment of good fortune. - 76 to 100: The creatures become infused with pure energy, doubling their damage for 1 minute, as if fate had bestowed immense favor.

Grand Jackpot (Level 20)[edit]

At level 20, the Coincaster attains the pinnacle of their art. With Grand Jackpot, they achieve absolute mastery over luck. They always have advantage on all saving throws and, once per turn, can manipulate any d20 roll within a 60-foot radius, representing the perfect fusion of skill and destiny.

Coincaster Subclasses[edit]

Loaded Fate[edit]

Coincasters who follow the Loaded Fate path specialize in directly influencing the fate of others. With a focus on manipulation and control, these adventurers use their powers to change the course of battle in favor of their allies or to the detriment of their enemies. Luck’s Hand: You can spend 1 coin in play to grant advantage or disadvantage to an ally or enemy within 30 feet, altering crucial results. Stacked Odds: You can flip two coins simultaneously and choose the more favorable result, maximizing your chance of success. Final Verdict: Once per long rest, you can force an enemy to reroll a d20 and take the worse result, ensuring that fate decisively turns in your favor.

Chaos Coinflip[edit]

Those Coincasters who embrace the Chaos Coinflip path trust in the universe's chaotic force and let chance dictate their actions. Their style is unpredictable and destructive, turning chaos into a lethal tool. Wild Coins: You can flip two coins and combine their effects to generate unpredictable and devastating results. Chain Reaction: If an attack misses near you, you can spend a coin to redirect the attack, spreading chaos around you. Extreme Roulette: Once per long rest, all allies and enemies within a 30-foot radius must roll a d20. Those who roll an odd number lose half their hit points, while those who roll an even number double their hit points for 1 minute, reflecting the wildly unpredictable nature of chaos.