Gambler
Criminals, businessmen, hustlers, so many names for the same group of thrillseekers. Gamblers rarely walk on the straight and narrow, it’s just too boring. They are the type who bet big and work the “house” without a single ounce of shame. Brazen would be too weak a word to describe the average Gambler, whether it’s betting in games, running heists, or jumping off buildings, Gamblers want to experience the high of risk.
The higher the stakes the higher the high to be had. Gamblers bet against fate itself and seek to tempt it at every turn. They impose a variety of methods to play the odds and mess with the odds of others. Every Gambler has a special game that really gets the adrenaline going that they seek to perfect. Their passion and skill bring out arcane options as they live life to the fullest.
An adventure seems like the ultimate roll of the dice to most Gamblers. Even well off Gamblers are tempted by the high stakes of a quest. The allure of the unknown and the challenges that face adventurers enticing for the adrenaline seeking Gambler. After all, a boring life is too safe a bet.
Quick Build
You can make a Gambler quickly by following these suggestions. First, put your highest ability score in CHA, followed by DEX. Second, choose the Criminal Background.
Class Features
Hit Points
Hit Dice: 1D6 per Gambler level
At 1st level: 6 + Your CON Modifier
At higher levels: 1D6 or 4 if lower than 4, + CON Modifier
Proficiencies
- Armor
- Light Armor
- Weapons
- Daggers, Handaxes, Sickles, Light Crossbows, Darts, Slings, and Shortbows
- Tools
- All Gaming Sets
- Saving Throws
- DEX, CHA
- Skills
- Any 3
Starting Equipment
- 1. (a) padded armor and a shortbow and 20 arrows or (b) leather armor and a light crossbow and 20 bolts
- 2. (a) two daggers or (b) two handaxes or (c) two sickles
- 3. (a) burglar’s pack or (b) entertainer’s pack
- 4. One gaming set, 10 darts, and one business suit
Gambler Table
| Level | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|---|
| 1st | 2 | — | ||||
| 2nd | 2 | 3 | — | |||
| 3rd | 2 | 4 | 2 | — | ||
| 4th | 2 | 4 | 3 | — | ||
| 5th | 2 | 4 | 3 | 2 | — | |
| 6th | 2 | 4 | 3 | — | ||
| 7th | 2 | 4 | 3 | 1 | — | |
| 8th | 2 | 4 | 3 | 2 | — | |
| 9th | 2 | 4 | 3 | 1 | ||
| 10th | 3 | 4 | 3 | 2 | ||
| 11th | 3 | 4 | 3 | 2 | ||
| 12th | 3 | 4 | 3 | 2 | ||
| 13th | 3 | 4 | 3 | 2 | ||
| 14th | 4 | 3 | 2 | |||
| 15th | 4 | 3 | 2 | |||
| 16th | 4 | 3 | 2 | |||
| 17th | 4 | 3 | 2 | |||
| 18th | 4 | 3 | ||||
| 19th | 4 | 3 | ||||
| 20th | 4 | 3 |
| 1D12 | Feature |
|---|---|
| 1-3 | You can increase one Ability Score by one. |
| 4-6 | You gain one Feat. |
| 7-8 | You can increase one Ability Score by two or two Ability Scores by one. |
| 9-10 | You become proficient with any three languages or two skills. |
| 11 | You can distribute three Ability Score points to up to three Ability Scores. |
| 12 | You gain two Feats. |
| 1D12 | Feature |
|---|---|
| 1-3 | You gain one Feat. |
| 4-6 | You become proficient with any three languages or two skills. |
| 7-8 | You can distribute three Ability Score points to up to three Ability Scores. |
| 9-10 | You become proficient with any four languages or three skills. |
| 11 | You gain two Feats. |
| 12 | You can distribute four Ability Score points to up to four Ability Scores. |
| 1D12 | Feature |
|---|---|
| 1-3 | You gain one Feat |
| 4-6 | You become proficient with any four languages or three skills. |
| 7-8 | You gain Expertise in one skill you are Proficient in. |
| 9-10 | You gain two Feats. |
| 11 | You can attack an extra time when you take the attack action. |
| 12 | You can distribute four Ability Score points to up to four Ability Scores. |
| 1D12 | Feature |
|---|---|
| 1-3 | You gain Expertise in two skills you are Proficient in. |
| 4-6 | You gain two Feats. |
| 7-8 | You gain Resistance to one damage type. |
| 9-10 | You gain Resistance to two damage types. |
| 11 | You can attack an extra time when you take the attack action. |
| 12 | You can distribute four Ability Score points to up to four Ability Scores. |
Class Features
Spellcasting
CHA is your spellcasting ability for your Gambler spells. Your magic comes from your will and a reliance on the power of fate and chance. You use your CHA whenever a spell refers to your spellcasting ability. In addition, you use your CHA 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 CHA modifier
Spell attack modifier = your Proficiency Bonus + your CHA modifier
Choose a number of Gambler spells equal to your CHA modifier (Minimum 1) + half your Gambler level, rounded down (Minimum 1). The spells must be of a level for which you have spell slots.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of Gambler spells requires time spent playing games of chance and mental review: at least 1 minute per spell level for each spell on your list.
Tempt Fate
You love risks and are willing to see where fate till let things be. Whenever you take a D20 test you can gain advantage or impose disadvantage on the test. The next D20 test you take of the same type will have the opposite effect (Advantage to disadvantage and vice versa, for instance gaining advantage on an Athletic check will impose disadvantage on your next Athletic check). All tempt fate rolls are reset at the end of each day.
You can use this feature times per long rest equal to your CHA modifier (Minimum 1).
Trickster
You have Expertise in Sleight of Hand checks. You automatically succeed if your mark is not proficient with Perception when playing games.
Fate Coins
Your life of gambling has gained you the attention of the powers that govern chance. You have one Fate Coin for every level of Gambler you have. You can use a Fate Coin to gain advantage on any D20 test (No action required). The DM then gets the Fate Coin. A DM can spend a Fate Coin at any time to give you disadvantage on any D20 test and then you get the Fate Coin back. A Fate Coin can only be used once every round during combat or once every hour otherwise.
Pokerface
You are an expert in concealing your true intentions whether in games or business. You have Expertise in Deception checks.
Preferred Game
You select a game to master that gives you great power. Your game gives you features at levels 3, 7, 15, and 20.
Bag of Tricks
→ Choose your subclass belowChance Totem
You make a Totem that collects latent luck both good and ill to use at later times that has an appearance depending on your Game. When a creature within 30 ft of your totem takes a D20 test and critically fails the Totem gains an Ill Omen Counter. On a critical success the Totem gains a Good Omen Counter. You can spend a Good or Ill Omen Counter as a free action to impose advantage (Good Omen Counter) or disadvantage (Ill Omen Counter) a penalty or bonus to a D20 test to a target within 30 ft of you. The penalty or bonus is a D4.
Your Chance Totem can have total counters up to your CHA modifier (Minimum 1).
Ability Score Increase
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.
Growth Wager
In place of an Ability Score Increase you can roll on the Growth Table to obtain an alternate feature. As normal, you can't increase an ability score above 20 using this feature.
Extra Attack
You can attack twice when you take the attack action as you increase your combat odds by doubling your chances.
Gamble
When you take a D20 test you can guess if the result of the D20 is greater than 10 or less than or equal to 10. If you guessed correctly, regardless of the DC you succeed as long as it is reasonably within your capabilities. You fail the test if you guess incorrectly. You cannot use this feature in succession on the same skill check.
You can use this feature times per long rest equal to your CHA modifier (Minimum 1).
Quick to Retreat
You are used to fleeing conflict. You can take the Dash, Disengage, or Dodge action as a bonus action.
Ability Score Increase
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.
Growth Wager
In place of an Ability Score Increase you can roll on the Growth Table to obtain an alternate feature. As normal, you can't increase an ability score above 20 using this feature.
Greater Chance Totem
Your Totem has absorbed a massive amount of luck both good and ill. Your penalty or bonus is now 1D6.
Student of Charisma
You rely on your natural charisma as much as any warrior relies on their sword. Your CHA maximum becomes 21.
Improved Odds
Your keep eyes and intuition have given you greater insight as to how fate works. When you use your Gamble feature you bet if the result is greater than or equal to 12 or less than 12 now.
Master of Many
Through your travels you tend to pick up skills. You gain proficiency with any three languages, two skills, or gain one feat.
Can’t Fool Me
Like anyone could pull the wool over your eyes. You have advantage on seeing through Illusions and on saving throws against being Charmed.
Sprinter
Used to fleeing bad situations you triple your movement speed when you take the Dash action.
Ability Score Increase
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.
Growth Wager
In place of an Ability Score Increase you can roll on the Growth Table to obtain an alternate feature. As normal, you can't increase an ability score above 20 using this feature.
Greater Chance Totem
Your Totem continues to evolve as it absorbs luck. Your penalty or bonus is now 1D8.
Practicer of Charisma
Your skills are far above the normal when it comes to manipulating others. Your CHA maximum becomes 22.
Ability Score Increase
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. As normal, you can't increase an ability score above 20 using this feature.
Growth Wager
In place of an Ability Score Increase you can roll on the Growth Table to obtain an alternate feature.
Greater Chance Totem
Your Totem has gained a heavy handed influence on fate. Your penalty or bonus is now 1D10.
Master of Charisma
Your silver tongue has reached supernatural heights. Your CHA maximum becomes 24.
Improved Odds
You have a preternatural ability to see the outcomes of scenarios. When you use your Gamble feature you bet if the result is greater than or equal to 14 or less than 14 now.
Ruler of Fate
Your Chance Totem can be used to overturn the dictates of fate. You can spend counters from your Chance Totem to regain a spell slot equal to the number of counters you spend.
You can use this feature once per long rest.
Epic Boon
You gain an Epic Boon feat for which you qualify.
Preferred Game
Gambler Subclasses (9)
Choose your subclass at the level indicated in the class table above.