Base Class: Rogue
Rogues who follow the path of the Gambler are masters of manipulating fortune and turning risky situations to their advantage. They possess a keen sense of probability, honing their skills with loaded dice and calculated gambles to aid allies and confound foes in equal measure. Gambler Rogues thrive in situations where luck plays a pivotal role, using their unique abilities to sway outcomes and emerge victorious even when the odds seem stacked against them. They excel in enhancing their own and their allies' rolls, dealing extra damage with precision strikes, and controlling the battlefield by imposing disadvantage on crucial rolls.
Loaded Dice
When you choose this archetype at 3rd level, you gain a pool of Loaded Dice equal to your Sneak Attack Dice. Once per turn, you can add one loaded die to any attack roll, ability check, or saving throw you make.
You regain all expended Loaded Dice after finishing a long rest.
Stacking the Deck
Starting at 3rd level, You've learned to take calculated risks in combat. Once per turn, when you hit a creature with a finesse or ranged weapon attack, you can choose to expend one loaded die to deal extra damage equal to the result rolled on the loaded die.
Additionally, you gain proficiency in a gaming set of your choice
Fortune's Favor
Your connection to luck extends beyond yourself, benefiting your allies. As an bonus action, you can expend one loaded die and donate your luck to someone else temporarily. Choose one ally within 30 feet of you. Until the start of your next turn, whenever that ally makes an attack roll, ability check, or saving throw, they can roll a loaded die and add the result to the roll. Additionally, if the ally is targeted by an attack during this time, they can use their reaction to roll the loaded die and add the result to their AC against that attack.
Gambler's Guile
Beginning at 13th level, your mastery of chance grants you unparalleled finesse in manipulating situations to your advantage. You can use your reaction and expend two loaded die to impose disadvantage on an attack roll, ability check, or saving throw made against you or an ally within 30 feet of you.
Critical Gambit
Starting at 17th level, you've mastered the art of strategic risk-taking, empowering your allies' critical strikes. When an ally within 30 feet of you scores a critical hit, you can use your reaction to expend two loaded dice to add extra damage equal to your total Sneak Attack dice to the critical hit damage (not doubling the sneak attack dice).
Additionally, whenever you land a critical hit, you regain 1 Loaded Dice.
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