Field Bet
2nd-level enchantment (luck)
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute
When you cast this spell and at the start of each of your turns while concentrating, you loudly call a number: 2, 3, 4, 9, 10, 11, or 12 and choose a willing creature you can see within range. Until the start of your next turn, the chosen creature’s next d20 roll (attack, check, or save) gains +1d4.
Lucky hit. If that d20 shows the called number, the creature immediately rolls a second d20 and uses the higher of the two (this counts as having advantage for effects that care about it).
Then roll a d8 on the Gambit table to see how the bet tilts this round.
Gambit (d8)
1 — House edge: Choose a hostile creature you can see within range; they gain the Field Bet effect this round instead.
2 — Cold table: No benefit from this spell this round.
3–6 — Even field: Base effect only.
7 — Hot streak: If the called number appears, the creature gains advantage as above and may take one additional bonus action this turn.
8 — Press the win: If the called number appears, the creature gains advantage as above and gains 1d8 temporary hit points.
Re-targeting. Each round when you call a new number, you can keep the same creature or choose a new one within range.
At Higher Levels. When you cast this spell using a slot of 3rd level or higher, choose one enhancement per slot level above 2nd (you may pick the same option multiple times for this casting; all affected creatures share the same Gambit roll each round):
• Raise the payout: Increase the bonus die one step (d4 → d6 → d8 → d10 → d12).
• Broaden the field: You may call one additional number each round (max 4 numbers called).
• More seats at the table: Affect one additional willing creature within range each round.
V,S

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