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The Chanceomancer

T
he indigo dodecahedron, his aetheric third eye,
flares upon his brow. Twitching, searching, it
scans the probability fields and finds an
opening. The chanceomancer pricks a pinhole
in the spacetimemindsoul that is the astral
ocean within, and dives, beyond even deepest
self. Hovering at the edge of Ain Soph at the
core of reality, he watches the probability vortices churn.
Holding Plato's Fist high, he draws delta quanta --
imagination and manifestation, both and neither -- across the
Moebius Bridge into the Pentegrammaton.
Even the most fearsome magic-user gives wide berth to a
mortal in astral form who has mastered the five shapes of all
things. For the dice, in combination with the unique signature
of mortal soulfire can unravel and re-weave the very fabric of
space, time, mind, and soul.
Probability Manipulation
Throughout the multiverse, chanceomancers, or dicewilders,
come about on worlds where cultural factors have aligned to
create a very specific set of conditions.
Through meditation, a potential chanceomancer becomes
aware of the ultimate oneness of all things and transcends
the delusion of self and multiplicity. In so doing, they acquire
the capacity to turn inward, defy the trappings of the
artificially delineated ego, and tread the realms within.
Eventually, after encountering the Five Forms they delve so
deep they reach the probability vortices at the heart of reality.
The would-be dicewielder has an active and vivid
imagination combined with a disdain for conformity and the
mundane toil of work-a-day life. They have developed a
prodigious capacity for visualization and perceiving the
realities of the inner (esoteric) planes with the third eye.
Finally, in some way or another, all dicewielders have been
exposed to the concept of the five fundamental forms of
existence. Be it through mathematics, philosophy, gambling,
or other games of chance, the fledgling dicewielder succumbs
to the intrigue of the Pentagrammaton, and so beguiled, takes
up the path to power over probability.
Aetheric Battery
The chanceomancer has become aware of the intense but
typically imperceptible dodecahedron shaped toroid field of You burn aether to alter the vibrational waveform of delta
aether that is generated by a physically and mentally healthy quanta you draw across the Moebius Bridge from the
sentient physiology. The healthier and saner one is, the more probability vortices into a waveform that resonates on the
robust is their aetheric field. plane of existence you inhabit. By burning off two Aether
Points you can +/- any dice roll in the game.
Sacred Geometry - Prima Forma
Each of the only perfect polyedra in nature -- the five forms of
the Pentagrammaton -- corresponds with one of the cosmic
constituents of spacetimemindsoul. As a dicewielder grows in
power, they develop an inclination toward one of the five. This
affinity for one of the forms results in your mastery over a
Prima Forma and its associated element: tetrahedron (fire),
hexahedron (earth), octohedron (air), dodecahedron (void), or
icosahedron (water). You roll on the following table to
randomly determine your Prima Forma.
CHANCEOMANCER CLASS 1
Random Prima Forma
d6 Class Features
Roll Form Polyhedron Patron As a chanceomancer, you have the following class features.
1 Tetrahedron d4 Joker: an
(fire) anthropomorphic Hit Points
triceratops composed of Hit Dice: 1d6 per dicewielder level

the white-hot plasma


from the core of a white
Hit Points at 1st Level: 1d6 per dicewielder level

dwarf star. Hit Points at Higher Levels: 1d6 (or 4) + your Constitution
modifier per dicewielder level after 1st
2 Hexahedron d6 Jak: A crystaline giantess
(earth) with a toroidal magnetic
field of gently cascading Aether Points (Base)
and shifting magma, soil Aether Points: Wisdom Score + Constitution Score
and rock.
3 Octahedron d8 Queen "Mother Nature"
Proficiencies
(wind) Gaea: the mycelial Armor: Brainmail

neuronetwork of a Weapons: Simple weapons, Prima Forma Weapon (see


planetary system where below).
the vegetation has Tools: none

organized and worked Saving Throws: Consitution, Wisdom

together over billions of Skills: Choose two from Sleight of Hand,

years to connect the


planets.
Stealth, Nature, Insight,
4 Dodecahedron d12 King "Father Time" Equipment
(void) Chronos Unseen. You start with the following equipment, in addition to the
Unheard. It is
questionable he exists at
equipment granted by your background:
all. Nonetheless the Your dice: tetrahedron, cube, octahedron, dodecahedron
loyalty of his zealots is
ferocious.
and icosahedron
A means by which you can transport your dice safely. They
5 Icosahedron d20 "The Banjoman", emissary are an extension of you and your most prized possessions
(water) of Sophia, the soul of the Two simple weapons
first star in the multiverse,
trapped forever in an
An explorer’s pack
indestructable banjo -- the
most feared weapon in Aetherwield
the cosmos. Your base pool of Aether Points equals your Wisdom score
6 Add 1 to any plus your Constitution score. Aether is acquired from
ability score creatures defeated in battle. The number of Aether Points a
and roll again. dicewielder can absorb from a dying entity are equal to said
entity's Challenge Rating (CR).
Creating a Chanceomancer Aether points are recovered after a long rest as per the
How did your dicewielder become aware of the reality- Aether Point Recovery number indicated on the Class Table.
rending power of Plato's Fist? The answer to this question is You acquire one Aether Point every time you or someone in
the key to creating your character. Dicewielders can just as your vicinity roles the maximum number on your Prima
easily come from mathematical or engineering backgrounds Forma die (an 8 on a d8, for example).
(a dwarf subterranean architect), or more artistic vocations Probability Manipulation
(an elf jeweller). Often, they have come to know the forms as
dice, and are veterans of games of chance. More than a few Turning inward to access the core of what is real, you can
legendary chanceomancers have found their way into the draw delta quanta from the probability vortices into your dice.
probability vortices by way of a tavern gambling table or Tapping into your aetheric field, you can then transform
mouldy suburban rec-room. conception into perception, imagination into manifestation,
unreal into real. For you the fabric of reality itself is just so
Quick Build much clay. You can +1 or -1 any roll for every 2 Aether Points
Wisdom or Constitution should be your highest score as the you spend.
sum of these two ability scores gives you your Aether Point A roll of natural 1 on any roll that has been probability
total. Choose Charisma as your next highest score. All manipulated results in an entropic blowback into the core of
fumbles (rolling a natural 1) on probability manipulated rolls the dicewielder's consciousness. A Wisdom saving throw
require a madness (Wisdom) save, but traversing planar against madness is made and a fail requires rolling on
barriers is trying on the mind, other madness saves that may madness tables. Halfling luck does not work when a halfling
arise might require a Charisma save against madness. Best dicewielder probability manipulates a dice roll.
to play the odds. Choose Guild Artisan or Urchin as your
background.

2 CHANCEOMANCER CLASS
Brainmail Ability Score Improvement
At first level, upon discovering your Prima Forma, you can When you reach 5th level, and again at 7th, 13th, and 16th,
gather your aetheric field tight against your body and will it you can increase one ability score of your choice by 2, or you
into a armour comprised of the element over which you have can increase two ability scores of your choice by 1. As normal,
mastery: fire, earth, air, void, or water. Because this Brainmail you cannot increase any ability scores above 20 using this
as it has come to be known, emanates from your mortal feature.
physiology, wearing any form of physical armor prevents it
from working. It provides a bonus to base Armor Class equal Realmfaring
to your three hifghest asbility bonuses combined. The Proximal Planes, namely the Astral Plane and the
If your Aether Point total is reduced to half of maximum, Dream Realm, were your training grounds as a fledgling
you must make a concentration check at the beginning of dicewielder. On these inner planes, where a traveller cannot
every turn or your Brainmail collapses completely. It takes an come to harm, you experimented with using intricate
action next round to will it to function again. aether/delta quanta formulations to open inter-planar rifts.
Prima Forma Weapon At 5th level, by expending 5 Aether Points and making a
DC 5 Constitution check you can move between planes of
At second level, you can generate a weapon from your existence. A fail means you must roll on a madness table.
Brainmail. You are proficient in that weapon and you can After you have been to a plane one time you can travel there
wield it telekinetically up to 15’ away as though using it again for 2 aether points, no check required.
directly. Aetheric melee, range and thrown weapons are
completely under your telekinetic control and can be wielded Good Company
and operated up to 15’ away as though you are holding, At 7th level, you can manipulate probability for others just as
shooting or throwing them remotely. While they do normal you do for yourself. By adding one Aether Point to the total
damage for the weapon type, they are, they are weightless, aether spent (2 AP per +1/-1), you can manipulate probability
negate any size restrictions, are considered magical weapons for any character within your sensory range.
for attack purposes, and do piercing, slicing, bludgeoning
damage simultaneously. The weapons are considered
elemental weapons. They magically appear and disappear Deja Vu-Do
instantly as needed. Your familiarity with the sub-quantum probability fields
allows you to induce a stutter in the arrow of
Elemental Affinity spacetimemindsoul. At 10th level, by expending 10 aether
At 3rd Level, your constant proximity to the maximum point points, you can undo any roll and force a re-roll for any PC or
of tension between Consciousness and Void threatens to NPC character within your sensory range. When the moment
obliterate the splinter of identity that distinguishes you as a repeats itself, you can assign +5/-5 to the reroll. If the re-roll is
functioning sentient being. To avoid loosing themselves, a 1, you must make a DC 8 Wisdom save or roll on madness
Dicewielders traditionally undertake to anchor to reality by tables.
affiliating with other chanceomancers who have mastered
the same Prima Forma. Entropic Mirror
The collective symbiosis your Prima Forma affiliates have By 15th level, you have garnered significant experience
achieved with their fundamental form empowers you to avoiding and controlling entropy and can unleash it on a foe.
harness and direct its elemental forces. For 2 Aether Points you can issue a volatile quagmire of
You can cast elemental spells from any spell list so long as anarchy that causes every opponent’s magical bonuses
the spell level is one level below your dicewielder level. You (magic items included) to become equivalant maluses. Foes
expend one Aether Point per spell level of the spell being are permitted a Wisdom save DC 12. On a successful save
cast. Rather than elemental spells, Chanceomancers affiated the reversal of fortunes lasts 3 days. If they fail, it is
with aether can perform all summoning and detection spells permanent.
that are not elemental in nature.
Fire: Tetrahedites have fire resistance and can cast any fire Random Encounter
spell from any class.
Earth Cubites cannot incur fall damage and can cast any Your forays to the edge of the probability vortices have
magnetism or metal-related spells. widened what was once a mere pinhole between your reality
Air: Octahedites can breathe in any environment and can and an imaginal realm that is a product of dicewielders
cast any air or wind spell. playing a game in another dimension. At 17th level, using the
Aether Voidites are telepathic and can cast any detection power of your polyhedra, and a scroll, which is page 178 of a
or summoning spells. grimoire from said dimension, you can summon a total
Water Icosahedites can breathe underwater and withstand amount of creature Hit Dice equal to your dicewielder level
the pressures of the depths. They can cast any water-related (rounded up). No spell slots or AP required.
spells.

CHANCEOMANCER CLASS 3
Oblivion Critical
The Chanceomancer At 20th level you can connect with the mind of a
Proficiency Aether Point
chanceomancer in a parallel reality. When you call upon this
Level Bonus Features Recovery entity, the alien dicewielder’s voice is heard in the heads of
your opponents and it decrees, "If I roll an Oblivion Critical,
1st +2 Probability Manipulation, 4 everything within a 50' sphere is erased from past, present,
Brainmail and future existence."
2nd +2 Aetheric Weapon 4 An Oblivion Critical is a natural 50 on a d4, d6, d8, d12, d20
3rd +2 Elemental Affinity 4
roll. There is no save against it.
The last thing your foes hear is a whispered taunt from the
4th +2 ─ 4 alien voice, "I rolled it! I rolled it!" The last thought they have
5th +3 Ability Score 6 is "Hey! We didn't get to see the roll!"
Improvement,
Realmfaring Dawn of a New Mystic Age!
6th +3 ─ 6 This will be the last game-night before you start high school.
7th +3 Ability Score 6 Every Friday since Grade Five, you have played.
Improvement, Good When you arrive this time though, the table is set but your
Company game master is nowhere to be found. His purple whisky
8th +3 ─ 6 dicebag is on the table. In it, a Plato’s Fist for each of you.
And there also — what can only be described as a glass
9th +4 ─ 8 grimoire —
A rectangle of flat polished rock the size of a
10th +4 Deja Vu-Do 8 slightly stretched hockey card.
On its back, in silver, it bears
the mark of the once-bitten fruit of Eden.
From its depths,
11th +4 ─ 8 when you touch it, ephemeral glyphs emerge
to convey the
12th +4 ─ 8 uses for the dice.
13th +5 Ability Score 12 Having been brought low by their myopic preoccupation
Improvement with the fallen world of matter and mask,
humanity’s lamp is
flickering its last.
14th +5 ─ 12 Either by atomic fire or by shopping-induced ecocide,
15th +5 Entropic Mirror 12 everything on Earth will be dead within your lifetime.
16th +5 Ability Score 12
By the Martian calendar, it is ten thousand years to the day
Improvement since Atlantis fell.
What do you do?
17th +6 Random Encounter 20
18th +6 ─ 20
19th +6 ─ 20
20th +6 Oblivion Critical 20

More from Zardak the Dave


Thank you for reading The Chanceomancer Class &
Introduction to the Regio Sanctum Campaign Setting.
If you
are interested in learning more about this multiverse as it
continues to unfold, visit its creator, Zardak the Dave, at
DriveThru RPG
https://www.drivethrurpg.com/browse/pub/17048/Zardak-
the-Dave.

4 CHANCEOMANCER CLASS
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