Base Class: Warlock
When the multiverse was young three Archfae appeared. Miss Perfection, Miss Chief, and Miss Ion. The three of them provide balance to the multiverse. Miss Perfection provided balance, Miss Chief provided death to weak universes so new ones could be made, and Miss Ion provided order. However, between the three Archfae there was no room for deviation or chance. This is when their sister Miss Fortune also known as Lady Luck appeared. She is the Arch Fae of luck, chaos, and both good and bad fortune. It is from this quartet that the multiverse finds life, order, chance, and death.
She is known to provide good fortune and bad fortune at a whim. Those who serve her know her as a fickle mistress. Some of her pactkeepers, also known as gamblers, hope for a bit of good luck after a lifetime of trouble and others hope to bring bad luck to their enemies even if it means misfortune for themselves. Sometimes her blessings or punishments seem to come from chance as she decides at the flip of a coin, the roll of a dice, or the flip of a card.
Lady Luck / Miss Fortune is known to take different forms, faces, and shapes. Among her followers she is called Miss Fortune when they receive bad luck and Lady Luck when good luck finds them. Lady Luck / Miss Fortune doesn’t want the souls from those she offers a pact with but rather she wants to see how far they are willing to push their luck. She rarely asks much from her those whom she has a pact with but on occasion she does ask for a favor in changing the fate of something or someone. She only appears to those who are already lucky or unlucky. Those chosen by Lady Luck / Miss Fortune have a rotating series of glowing numbers on the back of their hand. When using their abilities these numbers fluctuate. They can indicate success or failure to her chosen.
Expanded Spell List
The Gambler lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Gambler Expanded Spells
| Spell Level | Spells |
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1st |
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2nd |
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3rd |
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4th |
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5th |
Place Your Bets
At 1st level, you can add your spellcasting modifier to an attack roll, ability check, or saving throw you make. You may do this a number of times equal to your Charisma modifier, regain any expended uses when you complete a short or long rest.
Before rolling for damage you can announce that you would like to place a bet. You may call for an exact number, an even number, or an odd number. The GM then rolls a 1d6. If the player has successfully called evens or odd then they can add 1d6 to their damage. If they call an exact number they can add 6d6 damage to their roll. If they have called an exact number and they receive exactly half of this number (I.E. called a 6 and received a 3) then they take 6d6 dice in damage.
Slots, Slots, Slots!
Starting at 6th level, As an Action you can Roll 3d6, and pairs of 2 or 3 of a kind grant a random effect from the Table below.
Gambler Slots Table
| Roll | Effect |
|---|---|
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1 2 3 |
Roll 1d100 on the Wild Mage Surge Chart Listed Below |
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4 5 6 |
Reduce All Non Magical Damage by Half for 1 round |
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1 1 - |
Caster sneezes and 3 illusory duplicates appear (mirror image is cast on them) |
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2 2 - |
All creatures within 60 feet of caster must succeed a DC 15 WIS save or drop whatever they’re holding |
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3 3 - |
Roll 1d100 on the Wild Mage Surge Chart Listed Below |
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4 4 - |
Gravity reverses in a 30-foot radius centered on the caster until the start of their next turn – at the end of the turn everyone in radius must make a DC 18 save or take 1d6 force damage. |
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5 5 - |
1d100 gold coins rain down within a 30-foot radius of you for 1 round; creatures within must make DC18 Dexterity saves or take 1d6 bludgeoning damage. The coins are real and permanent. |
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6 6 - |
Roll 1d100 on the Wild Mage Surge Chart Listed Below |
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1 1 1 |
If you die within the next minute, you immediately come back to life as if by the Reincarnate spell. |
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2 2 2 |
For the next minute, any flammable object you touch that isn't being worn or carried by another creature bursts into flame. |
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3 3 3 |
You breath a dragons breath on your enemy in a 30 foot cone in front of you (roll a 1d4 for the damage type 1. Acide, 2. Fire, 3. Ice, 4. Lightning). |
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4 4 4 |
You are immune to being intoxicated by alcohol for the next 5d6 days. |
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5 5 5 |
You teleport up to 60 feet to an unoccupied space of your choice that you can see. |
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6 6 6 |
You Cast A Fireball Centered on Yourself As a Level 6 spell – 11d6 Fire Damage, 20 sphere around you. |
Take a Chance
At level 10 you can enter into a contested charisma roll with an enemy in which you can clearly see one another. If you win the roll you lock the target into a second contested roll – to 1d20s with no modifiers. The higher of the two rolls wins. The Winner of this will receive a critical success on their next action as if they rolled a natural 20. The lose of this roll will receive a critical failure as if they rolled a natural 1 on their next action. In addition if the target fails they are locked into fighting only the gambler for 1d6 rounds. If the target chooses an enemy outside of the gambler as a primary target they do so at disadvantage.
Double or Nothing
At level 14 you realize that sometimes Lady Luck / Miss Fortune needs something to sweeten the pot. You can bet your entire health pool to gain 50/50 by rolling a d20 for evens or odds. Declare which one you prefer and the GM rolls. If you succeed in declaring evens or odds the enemy takes your HP total doubled to the damage on your next hit against them. If you fail then your HP drops to 0. This ability can be used once per long rest.
*other luck abilities and inspiration can not be used on this ability.
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