Base Class: Bard
College of Gambits:
Bards of the College of Gambits are darind card dealers, who gamble with fate, inbuing their magic with a high risk, high reward gambit. They cross the land setting games of chance to whoever is willing to take the bet. Using their magic deck of cards, they can cheat games, or even destiny with their gambit inbued magic.
Gambit
Instead of Bardic inspirations, you get Gambits. Gambits are always 1d8.
You may expend 1 "Gambit dice"(1d8), whenever you could use a bardic inspiration.
You choose 1 of 4 effects, and roll 1d8 to determine your rate of success: (1 = critical failure) (2-3= regular failure) (4-7 = regular sucess) (8 = Critical sucess). Depending on the rate of sucess, the chosen effect changes.
Diamonds: You choose a type of saving throw (STR, DEX, CON, WIS, INT, CHA.) (REGULAR SUCCESS):You gain advantage on you next chosen saving throw. (REGULAR FAILURE): No effect, expend your gambit die. (CRITICAL SUCCESS) You suceed your next chosen saving trow. (CRITICAL FAILURE) You get disavantage on your next saving throw.
Spades:(REGULAR SUCCESS): You get advantage on your next spell, or regular attack. (REGULAR FAILURE): No effect, expend your gambit die. (CRITICAL SUCCESS): You get advantage on your next spell, or regular attack. You also double your profiency. (CRITICAL FAILURE): You get disavantage on your next spell, or regular attack.
Clubs: You choose a type of ability check: (REGULAR SUCCESS) You get advantage on your next Ability check. (REGULAR FAILURE): No effect, expend your gambit die. (CRITICAL SUCCESS): You get advantage on your next Ability check. You double your proficiency. If you are not proficient, add your proficiency. (CRITICAL FAILURE): You fail your next ability check.
Hearts: (REGULAR SUCCESS): You gain an amount of temporary hit points equal to 1d8 + Gambit die used. (REGULAR FAILURE): No effect, expend your gambit die. (CRITICAL SUCCESS): You gain the maximum amount of temporary hit points (8 + Gambit die used), then double the amount. (CRITICAL FAILURE): You take 1d8 + Gambit die used of necrotic damage.
Stroke of luck
At 3rd level, you can choose between Recicled luck or Fortune's favor.
Fortune's favor
Fortune's favor: Once long rest you can add +1 to one Gambit roll, you can use this a number of times equal to your CHA modifier.
Recicled Luck
Recicled luck: Whenever you get a natural 20 on saving throws, attack or ability check rolls, regain 1 gambit die.
Gambit Caster
At 6th level, you can inbue a gambit to your spellcasting, adding new effects to your spells. You may expend one "Gambit die" to add any of 4 effects to a spell you cast. You roll a 1d8 to determine the rate of sucess: 1 (CRITICAL FAILURE), 2-3 (FAILURE), 4-7 (SUCESS) 8 (CRITICAL SUCESS). You cannot use "Gambits" on the same turn you "Gambit Cast".
Effects:
DIAMONDS: (REGULAR SUCESS): Until your next turn you get a +2 bonus to your AC. (REGULAR FAILURE) No added effect, you expend a Gambit die. (CRITICAL SUCESS) Until your next turn you get a +5 bonus to your AC. (CRITICAL FAILURE) The next attack made against you has advantage.
CLUBS: (REGULAR SUCESS): You get a +1 bonus to your spell DC, on the spell you gambit cast . (REGULAR FAILURE) No added effect, you expend a Gambit die. (CRITICAL SUCESS) You get a +2 bonus to your spell DC, on the spell you gambit cast. (CRITICAL FAILURE) The target make the spell saving throw with advantage.
SPADES: (REGULAR SUCESS): You add 1d8 + (Gambit Die used) to damage rolls on the spell you gambit cast, if the spell dealt no damage, it now deals 1d8+ (Gambit die used) psychic. (REGULAR FAILURE) No added effect, you expend a Gambit die. (CRITICAL SUCESS) You increase the spell level you gambit cast by 1 level. (CRITICAL FAILURE) Your spell gets countered.
HEARTS: (REGULAR SUCESS): You heal 1d8+4 when you gambit cast. (REGULAR FAILURE) No added effect, you expend a Gambit die. (CRITICAL SUCESS) You heal 1d8+4, then double the heal when you gambit cast.. (CRITICAL FAILURE) Until the beginning of your next turn, you cannot be healed by spell effects.
Experienced Gambler
Experienced Gambler: At level 14 your critical successes no longer expend your Gambit die. Twice per long you may reroll gambits.
Previous Versions
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3/6/2022 4:15:50 PM
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3/6/2022 4:17:30 PM
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