Skip to content
← Back to Gambler
Gambler

Dice Roller

The Dice Roller lives large and fast. They take risks and let it roll. They are adept at taking wins and losses in stride. Unlike a lot of Gamblers, winning isn’t necessarily everything to them, style counts more. What’s a win if it isn’t the third tie, on the last game and everything’s on the line? They are known to work with a variety of summons as they love to put on a show.

Chance Totem Appearance: A bag or box made of fine silk or wood with a soft lining, the color and type of wood is your choice.

Level Spells
3Find Familiar, Unseen Servant
5Find Steed, Flock of Familiars
9Summon Fey, Summon Shadowspawn
13Glader’s Speedy Courier, Mordenkainen’s Faithful Hound
17Animate Objects, Bigby’s Hand
1D4 Effect
1The ground becomes Difficult Terrain.
2The ground becomes springy allowing those you choose to have an additional 20 ft of movement speed.
3The area becomes jagged and thorny dealing creatures 1D4 damage for every 5 ft of movement traveled through it.
4The ground shakes forcing all creatures to make a DEX saving throw DC equal to your spell save DC and on a failure they fall Prone and take 1D6 Bludgeoning damage.
1D6 Effect
1You gain temporary hit points equal to your Gambler level + your CHA modifier (Minimum 1).
2You gain proficiency in all saving throws.
3You have Resistance to non magical Bludgeoning, Piercing, and Slashing damage.
4You have triple your high and long jump heights.
5You become Invisible until you deal damage or are dealt damage.
6You gain a Climbing and Swimming speed equal to your movement speed.
1D8 Effect
1The target has a penalty to their next attack or saving throw equal to 1D8.
2On a failed WIS saving throw the target becomes Frightened of you.
3On a failed CHA saving throw the target becomes Charmed by you.
4On a failed INT saving throw the target becomes Stunned until the end of their next turn.
5On a failed CON saving throw the target becomes Poisoned.
6On a failed STR saving throw the target becomes Restrained by spectral tendrils, ending the effect on a successful save they can attempt at the end of each of their turns.
7On a failed DEX saving throw the target becomes Blinded until the start of their next turn by thick smoke.
8The target has their movement speed halved.
1D10 Effect
1The target takes 1D10 Acid damage and their AC is reduced by 1D4.
2The target takes 1D10 Cold damage and their movement speed is reduced to zero until the end of their next turn.
3The target takes 1D10 Fire damage and on a failed DEX saving throw they take 1D8 additional Fire damage.
4The target takes 1D10 Force damage on a failed STR saving throw and is knocked back 20 ft.
5The target takes 1D10 Lightning damage and takes 1D6 Lightning damage at the start of their next turn.
6The target takes 1D10 Necrotic damage and on a failed CON saving throw have disadvantage on their next attack.
7The target takes 1D10 Poison damage and a failed CON saving throw is Poisoned for one minute.
8The target takes 1D10 Psychic damage and on a failed INT saving throw have a 1D10 penalty to their next attack or saving throw.
9The target takes 1D10 Radiant damage, Undead and Fiends take an additional 2D6 Radiant damage.
10The target takes 1D10 Thunder damage and on a failed CON saving throw are Deafened for one minute.
D12 Feature
1Expend the die, on a 1-3 you regain a 1st level spell slot, on a 4-6 you regain a 2nd level spell slot, on a 7-9 you regain a 3rd level spell slot, and on a 10-12 you regain a 4th level spell slot.
2Expend the die, you add the result of the roll to the spell save DC of the next spell you cast or the spell attack roll of the next spell you cast within one minute.
3Expend the die, you gain the result of the die times three temporary hit points.
4Expend the die, one target you can see within 60 ft of you regains hit points equal to the result of the die times three.
5Expend the die, you have a bonus to melee and unarmed attacks equal to the half the result of the die rounded down for the next minute.
6Expend the die, on a 1-3 you gain +1 AC, on a 4-6 you gain +2 AC, on a 7-9 you gain +3 AC, on and on a 10-12 you gain +4 AC for one minute.
7Throw the die, on a failed CON saving throw a target you can see within 60 ft of you takes the result of the die times three Necrotic damage or half as much on a successful save and you regain the same amount of hit points as the damage dealt.
8Throw the die, on a failed STR saving throw a target within 60 ft of you that you can see is thrown back 60 ft and if they hit an object they take 1D6 Bludgeoning damage for every 10 ft they were thrown, if they hit a creature each take 1D6 Bludgeoning damage for every 10 ft they were thrown.
9Throw the die, on a failed DEX saving throw a target you can see within 60 ft of you takes Thunder damage equal to the the result of the die times three and is Stunned until the end of its next turn or on a success save takes half as much damage and is not Stunned.
10Throw the die, on a failed CHA saving throw a target you can see within 60 ft of you and on a failed save the target is Charmed by you for one minute. While Charmed this way the creature seeks to aid you in ways that do not endanger itself or make attacks (For instance it would administer a Potion of Healing to an ally of yours but would not strike down its comrades). It can repeat the saving throw at the end of each of its turns if it has taken damage that round. On a successful save the target takes Psychic damage equal to the die’s result.
11Throw the die, on a failed WIS saving throw a target you can see within 60 ft of you is Blinded for one minute and uses its action to attack the nearest creature it can sense within 10 ft of it each round. On a successful save the target takes Radiant damage equal to the die’s result.
12Throw the die, on a failed INT saving throw a target you can see within 60 ft of you takes Psychic damage equal to the result of the die times three and has disadvantage on one D20 test of your choice (Attacks, Ability Checks, or Saving Throws) for one minute. On a successful save they take half as much damage and suffer no additional effects.
D20 Summon
1Aboleth
2Death Kiss
3Deva
4Froghemoth
5Guardian Naga
6Stone Golem
7Tyranosaurus Rex
8Young Red Dragon
9Abominable Yeti
10Treante
11Chain Devil
12Howler
13Cloud Giant
14Eye Drake
15Hydra
16Flind
17Fomorian
18Frost Salamander
19Glabrezu
20Shoosuva

Subclass Features

Lv 3

Game Spells

Your chosen game grants you certain spells. You know the following spells and they do not count towards the number of spells you can prepare.

Perfect Roll

Outside of combat your dice obey your will. When you or a creature within 30 ft of you rolls a dice you control the outcome of the roll no action required. A creature must succeed a Perception check DC equal to your spell save DC to perceive any foul play.

Basic Dice

You have a set of Arcane Dice (D4, D6, D8, D10, D12, and D20) and through practice you unlock more of their abilities. You have mastered the secrets of the humble first dice, the D4 and D6 and can draw out their powers. You can make a ranged melee attack with a range of 20/60 ft choosing one D4 or D6 and apply the following effect on a hit. You can only have the effect of one D4 and D6 active at the same time. If you use another die of the same type the older die becomes inactive.

D4: The Terrain Altering Die

The D4 affects the terrain it lands on in a variety of ways. The effects of this die last for minutes equal to your CHA modifier (Minimum 1) and has an area of effect of a 30 ft diameter. You can use this feature times per long rest equal to your CHA modifier (Minimum 1).

D6: The Supportive Die

The D6 offers a variety of helpful features to aid its roller. Its effects bolster you for minutes equal to your CHA modifier (Minimum 1). You can use this feature times per long rest equal to your CHA modifier (Minimum 1). You do not need to throw this die to benefit from its effect, instead the die flashes briefly and vanishes until after you finish a long rest.

Lv 7

Greater Dice

You have mastered the secrets of the powerful secondary dice, the D8 and D10 and can draw out their powers. You can make a ranged melee attack with a range of 20/60 ft choosing one D8 or D10 and apply the following effect on a hit. You can only have the effect of one D8 and D10 active at the same time. If you use another die of the same type the older die becomes inactive.

D8: The Diabolical Die

The D8 undermines the abilities of those that would harm the roller. Its effects hamper your opponents for minutes equal to your CHA modifier (Minimum 1). If the effect requires a saving throw the DC is equal to your spell save DC. The effect lasts for one minute unless otherwise specified. You can use this feature times per long rest equal to your CHA modifier (Minimum 1).

D10: The Devastation Die

The die deals damage and imposes an effect on those it hits. If there is a saving throw the DC is equal to your spell save DC. You can use this feature times per long rest equal to your CHA modifier (Minimum 1).

Reroll

Any respectable Dice Roller has a trick or ten up their sleeves. You can use a bonus action to reroll one of your die effects and take the new result. You can use this feature times per long rest equal to your CHA modifier (Minimum 1).

Lv 15

Superior Die

You have mastered the secrets of the arcane tertiary die, the D12 and can draw out their powers. You can only have the effect of one D12 active at the same time. If you use another die of the same type the older die becomes inactive.

D12: The Arcane Die

The die deals damage and imposes an effect on those it hits or some effects only require you to expend the die. If there is a saving throw the DC is equal to your spell save DC. You can use this feature times per long rest equal to your CHA modifier (Minimum 1).

Lv 20

Supreme Die

You have mastered the secrets of the quaternary die, the D20 and draw out their powers. The summon remains for one minute and acts after you in initiative. You can use your bonus action to command the summon to take an action. Otherwise it takes the Dodge action on its turn. If you fall unconscious the summon takes the Dodge action on each of its turns. If the summon is reduced to zero hit points it vanishes and a D20 is left in its place.

The summon does not have any Legendary Actions or Legendary Resistances.

Once you use this feature you cannot use your D20 for 1D4 long rests.

Die of Destiny

You can choose the result of the die in great times of need. You can use this feature as a bonus action once per long rest each for a Basic Die or Greater Die.