Base Class: Rogue
While all rogues enjoy risky behavior, the life of a Gambler revolves around this risk. They enjoy nothing more then high stakes situations where they can put everything on the line. Often found in taverns and casinos, these rogues cannot help but gamble away any wealth they acquire in their adventures.
Pick a card
You can weaponize your trusty deck of cards. Beginning at 3rd level, decks of cards count as improvised weapons for you. When used as a weapon, they have the thrown (30/60) and finesse properties, and on hit, your playing cards deal slashing damage equal to 1d4 + your Dexterity modifier.
Once per turn, when you make a playing card attack the number rolled on the d4 grants your attack a bonus effect:
| Roll | Bonus Effect |
|---|---|
| 1 | The creatures's movement speed is reduced by an amount of feet equal to five times your proficiency bonus. |
| 2 | You can apply your Sneak Attack bonus to this attack even if it doesn't meet the normal requirements for Sneak Attack |
| 3 | You gain temporary hit points equal the damage dealt by this attack. |
| 4 | You can choose to switch places in the initiative order with the target, starting at the top of the next initiative round. |
Gambler's Know-how
In life's games, sometimes you win, and sometimes you need to improvise. When you adopt this Archetype at 3rd level, you gain proficiency with improvised weapons, playing cards, and one other gaming set of your choice. Whenever you make an ability check that uses a gaming set that you are proficient with, you add double your proficiency bonus to your roll.
Also, if you spend at least 1 minute observing or playing a game you aren't familiar with, you can add your proficiency bonus to any ability checks related to that game. Only one game or gaming set can benefit from this feature at a time.
Lucky Streak
Your attacks have been blessed with an entertaining, yet strange, luck. Starting at 9th level, your attack rolls score a critical hit on a roll of 7 or 20 on the d20, but rolls of 13 or 1 on the d20 are both considered critical failures. Good luck!
Quickdraw
Beginning at 13th level, you have advantage on your initiative rolls, and the first Pick a Card attack you make after rolling initiative gains a bonus effect of your choice.
Jackpot
Your good fortune is another's bad luck. Starting at 17th level, whenever you roll a 6 on a d6 for one of your Sneak Attack dice, you roll an additional d6 and add it to your damage roll.
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