The Gambler

The Gambler

A homebrew class that relies on changing your luck to always come out on top

This class is for those who wanna fight the odds, who will never be the strongest, the bravest or the smartest, but will always be the luckiest.

When you pick this class, you can have access to the feat “Absolute Luck”. Ask your dm if you can use this feat before hand. You may roll 2 d100, and if both of them roll as 100, you can use the feat absolute luck. This allows you to pick one dice roll per in game day, and choose what you roll.

Hit Die: d8

Primary ability: Dexterity & Wisdom

Saves: Intelligence & Wisdom

Hit Points: 

Hit Dice: 1d8 per Gambler level

Hit Points at 1st Level: 8 + your Constitution modifier

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Gambler level after 1st

Proficiencies:

Armor: Light Armor, Medium Armor

Weapons: Simple weapons, Finesse weapons, Fire arms

Tools: All Gaming Sets 

Saving Throws: Intelligence, Wisdom

Skills: Choose two from Insight, Perception, Sleight of hand, Performance, Deception

Odds in my favor (Level One)

You have luck on your side, you can roll a d4 and add it to your dice roll to improve your luck.

  • You can do this an equal amount of times to your proficiency modifier.

  • This can be added to skill checks, saving throws, attack rolls, damage rolls, or any other roll.

  • This lasts for one roll only, and once all uses are expended, it can not be used until the next long rest.

  • When doing this for attack rolls, you can activate after seeing the roll, but not before knowing if it hit.

  • The maximum you can increase a roll by is the maximum of the dice rolled. (Ex. if you roll a d20, and roll an 18, you can add your proficiency bonus to increase it to a max of 20, then add any other modifiers associated with this roll)

  • If increased to 20, it is used as a natural 20.

  • This increases to a d6 at level 5, a d8 at level 10, a d10 at level 15, and a d12 at level 20.

Unarmored Defense (Level One)

Your luck and confidence carries you through most situations, and armor only feels like it slows you down. 

While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

Favorite Game (Level Two / One Choice)

At level two you pick your favorite game to base your abilities off of. Your choice grants you features at 2nd level and again at 6th, 10th, 14th, and 20th levels.

Options:

Poker – You prefer to better yourself and balance your luck with skill. You have the ability to turn a losing hand into an easy victory by bluffing yourself out of any situation.

Coin Toss – You leave everything up to chance, and seeing as how you've made it this far there's no reason to think fate hasn’t sided with you.

All Bets – You understand something that few others do, everything in life is a gamble, so you might as well make the biggest bet on yourself.

Luck of the draw (Third Level)

At third level you have better luck at the start of combat, and have advantage on Initiative rolls.

Ability Score Improvement (Fourth Level)

When you reach 4th level, and again at 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.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

I Fold (Fifth Level)

You've learned when to pull out of a losing bet, and as a result you can use the disengage and dash actions as a bonus action.

Lucky Shot (Seventh Level)

Starting at level seven, you have advantage with weapons you are not proficient with.

Ability Score Improvement (Eighth Level)

When you reach 4th level, and again at 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.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Luck of the Devil (Eleventh Level)

Beginning at 11th level, you can use your unnatural luck to improve the outcome of a situation

As an action you can say a lucky mantra to try and improve the odds. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your Gambler level, your luck changes. The DM chooses the nature of the intervention; the effect of any spell or dice roll would be appropriate.

If you luck out, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.

Ability Score Improvement (Twelfth Level)

When you reach 4th level, and again at 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.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Huge Gamble (Fifteenth level)

Starting at 15th level, when you fall to zero hit points, you have the option to gamble with your life. You can revive yourself with 10 hitpoints to get back up, but if you go down again within 5 minutes, you die instantly.

  • This feature can only be used once per long rest.

  • You can do this before making your first death saving throw, but not after.

Ability Score Improvement (Sixteenth Level)

When you reach 4th level, and again at 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.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Cheating the odds (Eighteenth Level)

Starting at 18th level, you can use a max roll on your Odds die by expanding a bonus action. You can do this once per long rest.

Ability Score Improvement (Nineteenth Level)

When you reach 4th level, and again at 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.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Poker (Subclass)

You pick the perfect hand of skills to master any situation, and if you find a situation that you can't win your way out of, you can bluff any obstacle out of your path. You are a master liar and even when you lose, you find a way to win.

This subclass prioritizes lies and deceit. They use stealth and tricks in most situations, and rely on luck when all else fails.

Card Game (Second Level)

Starting at 2nd level, you can draw cards from a deck to create illusions. As an action, you may roll a d12 to signify the number or face on your card, and a d4 to determine the suit.

? 1

? 2

? 3

? 4

1 (Ace)

Gold Adolescent dragon

Red Adolescent dragon

Blue Adolescent dragon

White Adolescent dragon

2

Rat

Bat

Parrot

Octopus

3

Wolf

Tiger

Bear

Lion

4

Horse

Bull

Goat

Buck

5

Giraffe

Gazelle

Hippo

Elephant

6

Man On Fire

HangMan

Ghost

3 Skeletons

7

Burning Wagon

Broken Cart

Stage Coach

Horse Drawn Carriage

8

Goblin

Kobalt

Kenku

Hobgoblin

9

Halfling

Human

Elf

Goliath

10

Lesser Fire Elemental

Lesser Wind Elemental

Lesser Lightning Elemental

Lesser Ice Elemental

11 (Jack)

A die with a natural 6

A Coin that is heads up

A Pair of Die with Snake eyes (Two Ones)

A Full House

12 (Queen)

A group of 5 Soldiers

A Large Ogre

A Sea Serpent

You

These Illusions last for 10 minutes. They are not corporeal and can not move or act. You may do this three times per long rest. If you want, you may draw a card and save it for later. Any saved cards reset after a long rest.

Calling Bluffs (6th level)

Starting at sixth level, opponents can't trick you into believing their bluffs. As a result, you gain advantage with saving throws against being charmed or frightened. You also have advantage on insight checks when trying to figure out if someone is lying to you.

King of the Cards (10th Level)

Starting at 10th level, you may forgo the dice roll for your card game and choose the illusion. You may do this once per long rest.

Improved card game (10th level)

Your Illusions become corporeal, and can be moved as a bonus action. The illusions all have an ac of 10 + your wisdom modifier, and 10 hitpoints. When all hit points are expended, the illusion fades, even if they have existed for less than 10 minutes. They can not attack or take any actions other than movement.

Opponent’s Hand (14th level)

You can predict an opponent's moves, and as a result you have advantage on attack rolls against any enemy you've already successfully hit.

Absolute Luck (Poker) (20th level)

At twentieth level, you always seem to draw the card you need. As a result you can draw any card from your deck of illusions without having to roll. 

All Bets (Subclass)

This is the subclass for someone who has confidence in themselves, enough to put anything on the line.

Finders Keepers (Second Level)

When you make a bet, you have the option to set one of the following effects as a prize for the winner

  • Blessing of the winner – The winner gains the effects of bless for one hour.

  • Chain of victory – The winner has a steel cuff around their wrist to symbolize an ability stolen from the loser. This ability can be a memory, a spell, or a proficiency that the loser has. You can have a maximum of three chains. (Any spell you get from this uses wisdom as a spell casting modifier, and you can cast it once per short rest)

These effects apply to whoever the victor of the bet is, whether it's you or not. You must set the prize before the bet is made, and the other party must agree. If the bet involves a group, then all members gain the effect.

Losers Weepers (Second Level)

When you make a bet, you have the option to set one of the following effects as a prize for the loser.

  • Curse of the loser – The loser takes 1d6 necrotic damage every hour until they pay up their end of the bet.

  • Chains of loss – The loser has a spectral steel collar around their neck, and must follow one command of the winner. The command can not cause the loser to directly harm themself.

These effects apply to whoever the loser of the bet is, whether it's you or not. You must set the prize before the bet is made, and the other party must agree. If the bet involves a group, then all members gain the effect.

One In Twenty (6th level)

When you make an attack roll, you can pick a number 1-20. If the number you picked is the number you rolled, it is treated as a nat 20. The number of guesses per long rest is equal to double your proficiency modifier. 

Don't Tell Me The Odds (10th level)

Once per long rest, you can forgo your dice roll and automatically hit an opponent with an attack. However, you take half of the damage you deal on that turn as force damage.

Improved Finders Keepers (14th level)

You now gain the following effects from your Finders Keepers trait.

  • Blessing of the winner affects you and 5 allies of your choice.

  • You can now have 5 chains instead of three.

Improved Losers Weepers (14th level)

You now gain the following effects from your Losers Weepers trait.

  • Curse of the loser now does 3 d6 necrotic damage per hour, and suffer a -3 to attack rolls

  • The loser now must follow 3 commands.

Absolute Luck (All Bets) (20th level)

You have complete confidence in your abilities. As a result, all nat ones rolled by you are treated as nat 20’s.

Coin Toss (Subclass)

You rely on pure luck at all times, and when it pays off, it pays off big. You prefer letting lady luck take control, and you always have your lucky coin in your pocket.

Coin Flip (Second Level)

Starting at second level, you can carry a lucky coin with you that gives you a sense of luck and confidence. As a result, you can flip your coin and call it in the air as a bonus action. When you call it correctly, an ability score of your choice is doubled (with a max of 30) and any rolls associated with that ability are increased with the new modifier. When you call it wrong, that ability score is halved (with a minimum of 1).

  • You must decide which ability score you increase or decrease before flipping the coin.

  • This can be done as a bonus action.

  • The effect lasts for 1 minute, regardless of the outcome.

  • You can use your lucky coin an equal amount of times to your wisdom modifier (This does not increase with the bonus).

  • The chances of your lucky coin succeeding are halved each time you use one before a long rest (it becomes a d4, then a d8, etc) (Odds points do not affect these rolls)

Stolen Spells (Second Level)

Starting at 2nd level, you realize it's easier to copy others rather than to put the effort into learning things yourself. You steal the techniques used to cast spells from those around you.

Spellcasting Ability

Wisdom is your spellcasting ability for your gambler spells, since their power derives from their perception of those around them. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom 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 Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Spellcasting Focus: You can use a game piece, playing card, or Gold coin as your spellcasting focus.

Your gambler spell list is stolen from others, meaning you may choose spells from two other spellcasting classes of your choice (You may not pick Warlock or Sorcerer spell tables, as they require a pact or natural ability).

Gold Hoarder (6th level)

Starting at sixth level, you become obsessed with cash. As a result, you gain advantage on persuasion checks involving buying or selling things.

Gold Rush (10th level)

The gold filling your pockets doesn't weigh a thing, and you feel light on your feet at all times. Your movement speed doubles as a result.

Improved Coin Flip (14th level)

Each coin you flip has a 50/50 shot of success, regardless of how many you've used.

Absolute Luck (Coin Toss) (20th level)

Once per long rest, you can reroll a dice you don't like the result (your coin flip included). You must use whatever the new roll is, even if it's worse. Your coin flip is also an automatic success on the first flip.

Gambler Table

Level

Proff Bonus

Cantrips Known

Spells Known

1st Level Spell Slots

2nd Level Spell Slots

3rd Level Spell Slots

4th Level Spell Slots

1

+2

2

+2

3

3

2

3

+2

3

4

2

4

+2

4

4

3

5

+3

4

4

3

6

+3

4

5

3

1

7

+3

4

6

4

1

8

+3

4

6

4

2

9

+4

4

7

4

2

10

+4

5

8

4

3

1

11

+4

5

8

4

3

1

12

+4

5

9

4

3

2

13

+5

5

10

4

3

2

14

+5

5

10

4

3

2

15

+5

5

11

4

3

3

16

+5

5

11

4

3

3

17

+6

5

11

4

3

3

1

18

+6

5

12

4

3

3

1

19

+6

5

12

4

3

3

1

20

+6

5

13

4

3

3

2

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