Rogue
Base Class: Rogue

Gamblers are rogues who use their unnatural luck (as well as some tricks of the trade) to get the edge on their opponents. They specialise in creating games through the use of cards, coins and dice, creating perilous situations for themselves for the chance of gaining extra power to defeat their opponents.

Gambler's Dice

Starting at 3rd level, you gain the ability to gamble with life itself. This ability is represented by your Gambler's dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various gambler features you have, which are detailed below.

Some of your features expend the  die they use, as specified in its description, and you can't use a feature if it requires you to use a die when your dice are all expended. You regain all your expended Gambler's dice when you finish a long rest. Once per day, when you roll a natural 20 on any roll, you may regain one Gambler's die.

When you reach certain levels in this class, the size of your Gambler's dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12).

Lucky Deck

At 3rd level, You gain proficiency in the slight of hand skill (or expertise if you are already proficient) and you turn a full deck of playing cards into a magical deck. You may make a ranged attack with these cards which counts as a thrown weapon attack with a range of 20/60 and deals 1d6 damage on a hit. When you make an attack with this weapon, draw a card (you may use dice rolls if no cards are available), the damage the weapon deals is determined by the suit drawn as indicated below. You are considered proficient in this weapon and use your wisdom instead of your dexterity for attack rolls. When thrown, the card will return to the deck on your next turn.

When you make a ranged attack with these playing cards, you may expend a Gambler's Die to enhance them, causing them to count as magical for the sake of damage reduction and dealing extra damage equal to your Gambler's Die. When you make such an attack, you draw a random card from the shuffled deck and your attack gains different abilities depending on the number on the card drawn (You may use dice rolls instead if no cards are available):

Damage Type

The suit of the card will affect the damage type of your card attack as follows:

Spades: Slashing

Clubs: Bludgening

Diamonds: Piercing

Hearts: Force

Extra Damage and Effects:

The number on the card will affect the extra damage and effect of your card:
1: Necrotic - You heal for half the damage you deal
2: Radiant - The creature must succeed on a Wisdom Saving Throw or be blinded, also undead take double damage
3: Piercing - The creature must succeed a Dexterity Saving Throw or be blinded
4: Fire - The creature must succeed a Dexterity Saving Throw or take an extra 1d6 fire damage
5: Cold - The creature must succeed a Dexterity Saving Throw or slip and fall prone
6: Slashing - The creature must succeed a Dexterity Saving Throw or be immobilized for 1 turn
7: Bludgeoning - The creature must succeed a Dexterity Saving Throw or be pushed 15ft and knocked prone
8: Poison - The creature must succeed a Constitution Saving Throw or be poisoned for 1 turn
9: Lightning- The creature must succeed a Dexterity Saving Throw or be stunned for 1 turn
10: Thunder - The creature must succeed a Dexterity Saving Throw or be deafened for 1 turn
Jack: Acid - The creature must succeed on a Dexterity Saving Throw or become paralysed for 1 turn
Queen: Heal - The creature is healed for the full damage of the card
King: Void - The creature must succeed an Intelligence Saving Throw or be Banished to another plane of existence for 1 turn

50/50

When you reach 9th level, you may magically enhance a coin in a similar fashion to your deck. As an action, you may expend one of your gambler's dice and call a coin flip heads or tails. If you call the flip correctly, you regain two gambler's dice, if you call it incorrectly nothing happens and you still expend your gambler's die.  Your gamblers dice cannot exceed your maximum using this feature.

Double or Nothing

Also at 9th level, when you hit an enemy with an attack, you may call heads or tails and flip your coin. If you call it correctly, your attack becomes a critical hit, if you call it incorrectly, the enemy takes no damage from the attack. You may use this feature a number of times a day equal to your proficiency modifier

Rigged Deck

By 13th level, you have learned how to fool even the magic in your deck with your sleight of hand. When you expend a gambler's die to throw a card, you can decide which card you draw. Once you use these feature you cannot use it again until you complete a long rest.

Russian Roulette

When you reach 17th level, you gain the ultimate gamble by making a bet with death itself. You may expend a Gambler's Die and select any number of creatures you can see within 30 feet. At the end of each of your turn and the turns of each creature you selected, roll your gambler's die. When you roll a 1 on your gambler's die, the creature whose turn it was receives 10d10 necrotic damage as a deadly aspect slashes at them and this effect ends. Once you use this feature, you cannot use it again until you take a short or long rest.

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