Fighter
Base Class: Fighter

A charismatic fighter, the Gambler is able to tap into the chaos of the universe in an attempt to pull the odds in their favor. When successful, their strength and prowess in hand-to-hand combat are neigh unparalleled. However, the universe doesn't always play fair, and sometimes the Gambler can inadvertently give their enemies great boons instead of themselves.

Fighter's Charm

You gain proficiency in the Deception and Persuasion skills.

Lucky Strike

Before you make a melee attack on your turn, you may use your Lucky Strike feature. Using Lucky Strike grants you a bonus equal to your charisma modifier (minimum +1) to this attack and the rest of your attack and damage rolls made this turn. However, if you miss an enemy with a Lucky Strike attack then Lucky Strike ends. Additionally, the enemy you missed your attack with is invigorated, and it has advantage on its next attack (even if against a creature other than you). You can only use this feature once per turn. You can use this feature a number of times equal to your proficiency bonus, and it recharges upon a short or long rest.

Good Timing

When you're attacked, after the attack is declared but before you know the outcome of the roll, you can use your reaction to add your charisma modifier (minimum +1) to your AC until the start of your next turn. However, any attacks that still hit you do bonus damage equal to your charisma modifier (minimum +1).

Doubling Down

Whenever you roll an attack at advantage or disadvantage, you make a critical hit if you roll doubles - even if you roll double 1s. Moreover, you can roll an additional 2d6 weapon damage when determining the extra damage for a critical hit with a melee attack.

Turning the Tides

When you or another player you can see within 30 feet of you is attacked, you may use your reaction after the attack is declared but before the die is rolled to negate any advantage that the enemy has for its turn. You can use this feature a number of times equal to your charisma modifier (minimum +1).  Once you use this feature, you must finish a short or long rest before you can use it again.

Reckless Endangerment

After a long rest, you may choose to add a +0, +1, +2, or +3 bonus to your attack and damage rolls for the day. However, you take that same bonus as a penalty to any death saving throws you make.

Previous Versions

Name Date Modified Views Adds Version Actions
2/12/2022 2:51:58 AM
3
1
1.0
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes