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Gambler


Hit Points

Hit Dice: d8 per Gambler level
Hit Points at first Level: 8 + your constituton modifier
Hit Points at Higher Levels: 1d8 (or 5) + your constitution modifier

Proficiences

Armor: Light Armour
Weapons: Simple weapons
Tools: One gaming set of your choice
Saving Throws: Charisma, Wisdom
Skills: Any two from: Arcana, Deception, Insight, Persuasion, Intimidation, or Perception

Overview & Creation

The Gambler is a master of slyness. The wild magic that wild magic sorcerers bear is abundant and has, to some extent, been tamed by the gambler.   I wanted to call this class the gamer but then everyone would just think it was a meme.


Class Features

Level Prof. Bonus Features Cantrips known Spells known Spell slots by level 1 2 3 4 5
1 +2 Spellcasting, Game of choice 2 2 2 - - - -
2 +2 Poker face 2 3 2 - - - -
3 +2 Reliable gamble 2 3 3 - - - -
4 +2 Ability score improvement 2 4 3 - - - -
5 +3 - 2 5 4 2 - - -
6 +3 Game of choice feature 2 5 4 2 - - -
7 +3 Risky play 2 5 4 3 - - -
8 +3 Ability score improvement 2 6 4 3 - - -
9 +4 - 2 7 4 3 2 - -
10 +4 Game of choice feature 3 7 4 3 2 - -
11 +4 Slightly cheating 3 7 4 3 3 - -
12 +4 Ability score improvement 3 8 4 3 3 - -
13 +5 All in 3 8 4 3 3 - -
14 +5 - 4 9 4 3 3 1 -
15 +5 Game of choice feature 4 9 4 3 3 1 -
16 +5 Ability score improvement 4 10 4 3 3 2 -
17 +6 - 4 11 4 3 3 2 1
18 +6 Win condition 4 11 4 3 3 3 1
19 +6 Ability score improvement 4 11 4 3 3 3 2
20 +6 Game of choice feature 4 12 4 3 3 3 2
Game of choice At first level, you choose one gaming set as your game of choice. This must be a gaming set that you have proficiency with.
  • Dragon Chess
  • Dice set
  • Playing Cards
This choice grants you features at first level, and again at sixth, tenth, fifteenth, and twentieth.   Poker face Beginning at second level, you become seamlessly skilled in the art of lying, and are nigh unreadable to even the most intense of scrutiny.   You become proficient in deception if you are not already, and your proficiency bonus is doubled for deception checks.   Reliable gamble Beginning at third level, you have learned conservative techniques of controlling the universe's abundant chaos, and gain a benefit related to your game of choice:
  • Dragon chess: when one of your pieces makes an attack roll, you may use your reaction to give it advantage.
  • Dice set: when you roll one of your gamble dice, you may do so twice and take the higher result.
  • Playing cards: when you draw a new card, you may roll twice. If you do so you must choose to discard one of the cards without using it, but may keep the other.
Ability score improvement When you reach 4th level, 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.   Risky play Beginning at seventh level, you may give yourself advantage on a spell attack roll, or impose disadvantage on a saving throw against one of your spells. If you choose to do so, enemies have advantage on attack rolls against you and you have disadvantage on saving throws until your next turn.   Slightly cheating Beginning at eleventh level, you gain the ability to cheat a number of times equal to your charisma modifier (minimum of one). When you do so, you may replace any roll of the d20 with a fifteen. You regain all expended uses of this on a long rest.   All in Beginning at thirteenth level, you may sacrifice any number of your spell slots for damage. You must choose the number of spell slots before rolling for the attack. You may make a spell attack roll against a single target, and deal 1d10 force damage per first level spell slot, 2d10 per second level spell slot, 3d10 per third level spell slot, and so on if you hit.   Win condition Beginning at eighteenth level, you may roll a d10 to determine a "win condition" when you roll for initiative. If this win condition is fulfilled, then up to ten creatures of your choice must take 10d10 force damage.
d10 Win condition
1-5 You do not have a win condition.
6 One of your allies critically succeeds a death saving throw.
7 One of your enemies casts a spell of fifth level or higher.
8 All of your allies are bloodied (below half health).
9 You lose half of your health in a single round.
10 You roll minimum damage on a spell of second level or higher.

 


Starting Equipment

  • One gaming set of your choice.
  • a) an explorer's pack or b) a diplomat's pack.
  • Any simple weapon and two daggers

 


Spellcasting

Spellcasting The tamed chaos of the universe gives you your spellcasting abilities.   Cantrips At 1st level, you know two cantrips of your choice from the Gambler spell list. You learn additional Gambler cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Gambler table.   Spell Slots The Gambler table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these Gambler spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.   For example, if you know the 1st-level spell Chaos Bolt and have a 1st-level and a 2nd-level spell slot available, you can cast Chaos bolt using either slot.   Spells Known of 1st Level and Higher You know two 1st-level spells of your choice from the Gambler spell list.   The Spells Known column of the Gambler table shows when you learn more Gambler spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.   Spellcasting Ability Charisma is your spellcasting ability for your Gambler spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Gambler spell you cast and when making an attack roll with one.   Spell save DC = 8 + your proficiency bonus + your Charisma modifier   Spell attack modifier = your proficiency bonus + your Charisma modifier   Spellcasting Focus You can use an arcane focus or a gaming set as a spellcasting focus for your Gambler spells.


Subclass Options

Dragon chess

Kobold Pawn Beginning when you choose this subclass at first level, once per long rest, you may spend your action to summon a kobold pawn. This pawn uses the statistics of a kobold with the following changes:
  • The kobold pawn only has 1hp and cannot benefit from temporary hp.
  • The kobold pawn can understand any languages you know, but cannot speak.
The kobold pawn's equiptment disappears one minute after being removed from the kobold pawn's posession, unless it was given to the kobold pawn by somebody else. You may have no more than eight pawns active at one time. Each pawn acts on its own initiative, and you may give general instructions such as "Fight them" or "Guard this", which they will attempt to follow out until you give another instruction, they die, you die, or they successfully complete the task you gave them. To instruct them to do specific things, such as "Make a scimitar attack against him" or "Pull that lever" requires your bonus action.   Guard Drake Rook Beginning at sixth level, once per long rest, you may spend your action to summon a Guard Drake rook. The rook uses the statistics of a Guard Drake, with the same changes as a kobold pawn.   You may only have two Guard Drake rooks active at one time. Aside from this and their in game statistics, they are functionally identical to the kobold pawns.   Lizardfolk Knight Beginning at tenth level, once per long rest, you may spend your action to summon a lizardfolk knight. The knight uses the statistics of a lizardfolk, with the same changes as a kobold pawn.   You may only have two Lizardfolk Knights active at one time. Aside from this and their in game statistics, they are functionally identical to the kobold pawns.   Wyrmling Bishop Beginning at fifteenth level, once per long rest, you may spend your action to summon a Wyrmling Bishop. The bishop uses the statistics of a red or gold wyrmling, your choice, with the same changes as a kobold pawn.   You may only have two Wyrmling bishops active at one time, and only one of each colour. Aside from this and their in game statistics, they are functionally identical to the kobold pawns.   Wyvern Queen Beginning at twentieth level, once per long rest, you may spend your action to summon a Wyvern Queen. The queen uses the statistics of a wyvern, with the same changes as a kobold pawn.   You may only have one Wyvern Queen active at one time. Aside from this and its in game statistics, they are functionally identical to the kobold pawns.
 

Dice Set

Gamble Dice Beginning when you choose this subclass at level 1, you have a number of d6s equal to your charisma modifier (Minimum of one). You may add any number of these d6s to any attack roll, damage roll, ability check or saving throw of your choice, or add any number of them to your AC for up to one minute. You recover all of these dice after a long rest.   Detremental Dice Beginning at sixth level, you may use your reaction to use your Gamble dice to reduce any attack roll, damage roll, ability check or saving throw made by another creature, or reduce an enemy creature's AC with them for up to one minute.   Superior Dice At tenth level, your gamble dice become d8s rather than d6s.   Reroll Beginning at fifteenth level, you regain one gamble dice whenever you roll initiative.   Grand Gamble At twentieth level, once per long rest, you may expend all uses of your Gamble Dice at once and forfeit your reroll feature to roll twice as many Gamble Dice as you would normally be able.

Playing Cards

Card magic Beginning when you choose this subclass at first level, you may use one action to draw a card from a card drawing table. You may either do this using a deck of playing cards with all jacks, kings, and queens removed, or you may roll a d4 and a d10, treating a 1 on the d10 as an ace. You may have up to five cards readily availible at one time, and if you attempt to draw a sixth then you must pick one to discard. You may use your bonus action to activate a card you have availible and then immediately discard it. You must make concentration checks to maintain your readily availible cards or be forced to discard them. You discard all cards automatically one hour after drawing them.   Once you discard a card, you cannot draw it again until you complete a long rest. Once a card's effect has been activated, it does not require concentration to maintain.   Each result on your card drawing table should be a spell effect. The spells effects on your table may be from any class, but may only be of a spell level equal to half your gambler level (rounded down) or cantrips, and you may only have one level nine, one level eight, one level seven and one level six card in your deck at any one time. Additionally, while this feature usually ignores material components, to use a spell with costly material components you must still have the funds and spend the cost as normal.
d4 suit
1 Hearts
2 Diamonds
3 Clubs
4 Spades
Quick Draw Beginning at sixth level, you may draw as a bonus action, but only if you used an action to cast a spell of first level or higher.   Double Play Beginning at tenth level, you may activate two cards as a part of the same bonus action if you wish.   Card Trick Beginning at fifteenth level, you may draw 1d4 cards when you draw as your action, but draw nothing if you rolled a 1.   Rapid Draw At twentieth level, you may draw as a free action, but only once per round.



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