Rogue
Base Class: Rogue

Rogues such as you believe that chance is always on your side. You make sure of this by honing your skills in underhanded strategy and calculations, exploiting any opportunity to turn the game in your favor. Cunning cheats, sly gamblers, and lucky hustlers typically follow this archetype. 

The riveting thrill of a high stakes game is almost as fun as the result, but win or lose, a scoundrel such as yourself always believes the next big score is right around the corner. 

Gambler 

Level Feature 

3 Dirty Tricks, Gaming Proficiencies 

9 Lucky Number, Improved Dirty Tricks 

13 Mulligan 

17 Ace Up Your Sleeve



Gaming Proficiencies

When you choose this archetype at 3rd level, you gain proficiency in all gaming sets.

Dirty Tricks

When you choose this archetype at 3rd level, you learn underhanded tricks that are fueled by special dice called gambling dice. 

Tricks. You learn four tricks of your choice. Many tricks enhance an attack in some way. You can use only one trick per attack. You learn two additional tricks of your choice at 9th, 13th, and 17th level. Each time you learn new tricks, you can also replace one trick you know with a different one. 

Gambling Dice. Beginning at 3rd level, you have four gambling dice, which are d6s. A gambling die is expended when you use it. You regain all of your expended gambling 

dice at the end of a short or long rest. You gain an additional gambling die at 9th and 13th level. 

Saving Throws. Some of your tricks require your target to make a saving throw to resist the trick’s effects. The saving throw DC is calculated as follows: 

Trick save DC = 8 + your proficiency bonus + your Dexterity modifier.




Adrenaline Rush

When you hit a creature with a melee weapon attack, you can expend one gambling die to boost your vitality. You gain temporary hit points equal to the gambling die roll + half your character level, rounded down. All temporary hit points are lost at the end of your next long rest.

Cash Out

When you take the Disengage action, you can expend one gambling die to move an additional 15 feet that turn.

Double Down

When you hit a creature with a weapon attack that does not have Sneak Attack damage applied, you can expend gambling die to deal an extra 1d6 damage to the creature. The amount of the extra damage increases by 1d6 for each gambling die spent, e.g., 3 gambling die = 3d6 extra damage. You may not use this trick if you have already used Sneak Attack this turn. The attack must use a finesse or ranged weapon. 

Double or Nothing

When you make a weapon attack roll against a creature, you can expend a gambling die and choose Odd or Even. If the weapon attack roll, with modifiers applied, is what you chose, the weapon’s damage dice are doubled if the attack hits. If the number rolled is not what you chose, the attack fails and damage is negated.

Even the Odds

When another creature damages you with a melee attack, you can use your reaction and expend one gambling die to reduce the damage by the number you roll on your gambling die + your Dexterity modifier.

Gambler’s Intuition

When you make an Intelligence (Investigation), a Wisdom (Perception), or a Wisdom (Insight) check, you can expend one gambling die and add the gambling die to the ability check.

Loaded Dice

When you make a Dexterity (Stealth) check or an initiative roll, you can expend one gambling die and add the die to the roll, provided you aren't incapacitated.

Long Shot

As a bonus action, you can expend one gambling die and make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack. If you hit, add the gambling die to the weapon's damage roll.

Lucky Shot

When you make a weapon attack roll against a creature, you can expend one gambling die to add it to the roll. You can use this trick before or after making the attack roll, but before any effects of the attack are applied.

Lucky Streak

When you roll your Lucky Number on an attack roll, ability check, or saving throw, regain one gambling die. You can not exceed your maximum number of gambling dice.

Misdirection

When you move, you can expend one gambling die to improve your odds at evading. Roll the die and add the number rolled to your AC until you stop moving.

Press Your Luck

You can reroll one gambling die for any tricks where you would apply the gambling die to the roll. You must use the new roll. You can use this ability a number of times equal to your Wisdom modifier. You regain all expended uses when you finish a long rest.

 

Safe Bet

If you fail a saving throw, you can expend one gambling die and add it to the total, possibly changing the outcome.

Second Nature

When you make a Dexterity (Sleight of Hand) check, a Charisma (Deception) check, or use a gaming set, you can expend one gambling die and add the gambling die to the roll.



Try Your Luck

When you make an ability check with a skill you are not proficient in, you can expend one gambling die and gain advantage on the roll.



Up the Ante

When you hit a creature with a weapon attack, you can expend one gambling die to distract the creature, giving your allies an opening. You add the gambling die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

When the Chips are Down

When you make a weapon attack against a creature with disadvantage and hit, you can expend one gambling die to add your Sneak Attack damage to the attack’s damage roll, even if you have already used Sneak Attack this turn.

Luck Number

At 9th level, you find you have a lucky number. Choose any number on a d20 other than 1 and 20. When you roll your lucky number on an attack roll or saving throw the roll is treated as a critical success, and when rolled on an ability check your lucky number is treated as a 20.

Improved Dirty Tricks

At 9th level, your gambling dice turn into d8s. At 13th level, they turn into d10s. At 17th level, they turn into d12s.

Mulligan

Beginning at 13th level, whenever you make an attack roll, ability check, or saving throw, you can choose to roll an additional d20 and decide which of the d20s is used. You can choose to use this feature after you roll the die, but before the outcome is determined. 

You can also use this feature when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker's roll or yours. 

If more than one creature influences the outcome of a roll, all influence is canceled; no additional dice are rolled. You can use this feature twice between long rests, and three times between long rests at 17th level.




Ace Up Your Sleeve

Starting at 17th level, when you roll initiative and have no gambling dice remaining, regain 1 gambling die.

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