The Gambler’s Coin was created by the powerful halfing diviner Merrick the Lucky. Rather than spend years in study, Merrick relied on his luck and dicing with the more – susceptible wizards.
His gold against their knowledge and spell books. The Gambler’s Coin and been handed down for generations in Merrick’s family after a particularly crafty and tricksey great grandfather Heffen won it from a powerful diviner.
The story passed down through the family is the drunken diviner was so angry for loosing it in a wager he tried to kill Heffen with a fireball – inside a bar – at point blank range.
Heffen saw it coming a mile away as the diviner cast the spell slowly as through water and promptly left before the spell was completed. No one was hurt except the table, chairs and the diviner – which it killed.
Merrick was a powerful wizard in his own right, but much more powerful than one would expect given his lack of formal training or study.
It is said the coin gave him the luck to cast spell he otherwise would not have known how to cast. His swagger was legendary as everything always seem to go his way.
Merrick learned of the call to gather the most powerful wizards in Sul-El to fight Ruin one drunken and profitable night in a common room in an inn in his hometown of Elsen.
After a wealthy merchant lost a month’s wages to Merrick in a game of cards, the merchant bet Merrick a year’s wages that the halfling wouldn’t go, be chosen to fight or survive the battle. Merrick took the bet.
When Merrick returned well behind the tales of his great deed, he discovered the merchant had fled Elsen. The tale says Merrick went in search of the welching merchant and was never heard from again.
- Advantage and +2 to all saves and skill checks
- Advantage on all concentration checks and +5 to check
- Once per day Lucky Charm +1d6 to any roll except damage or death saving throw.
- Once per day flip the coin and get a true answer to a simple, immediate, binary question.
CASTING SPELLS THROUGH COIN
When casting a spell through the coin roll 1d20
- 1-5 Nothing happens
- 6 -10 +1 to spell DC
- 11- 15 Cast spell one level higher
- 16-19 +2 to spell DC
- 20 – Automatic success on attack spells. If spell is not an attack spell it double the duration and / or effect
Cast Banishment at 9th level – DC 25 once per year. Instead of targeting multiple creatures, the spell banishes the target permanently to the Abyssal plane. Must be able to cast 9th level wizard spells.