Warlock
Base Class: Warlock

Your patron is a trickster, a dealmaker, and most of all one willing to take a risk. Gambler patrons are almost exclusively chaotic aligned and fiercely competitve with not only others, but with the subjects of their pacts. Gambler patrons often gloat about their own successes, take great offense to losing, and are quick to take a bet even on trivial/meaningless things. Those that make a pact with a Gambler patron are expected to take chances, and most of all win. Gambler patrons have no time for cautious losers, and will be quick to correct/chastise their subjects if they feel they are wondering down the wrong path.

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

1st

command, hideous laughter

2nd

see invisibility, magic mouth

3rd

blink, hypnotic pattern

4th

arcane eye, confusion

5th

dominate person, telekinesis

Gamer at Heart

At level 1, you become a master of games and gain proficiency in all gaming sets and can use a gaming set as an arcane focus.

Chance Die

You gain a pool of d6s called Chance Die which fuel the features granted by your patron. The number of Chance Die in the pool is equal to your warlock level, and you regain all expended uses of your Chance Die after a short or long rest.


At level 1 you are granted the following options to use your Chance Die.

  • Hold Fast: As a result of getting hit by an attack, you may use your reaction to expend and roll one of your Chance Die to increase your AC against the triggering attack, potentially causing it to miss. The AC increase is equal to the result of the Chance Die.
  • Reposition: On your turn, you may use your bonus action to expend and roll one Chance Die and teleport in a chosen direction a distance equal to five times the result of the roll. You must choose the direction to teleport before rolling the Chance Die.
  • Fortify: On your turn, you may use your bonus action to expend and roll one Chance Die to grant yourself and your allies temporary hit points. Choose a number of creatures within 30ft., which can include yourself, but not exceeding your proficiency bonus. Each chosen creature is granted temporary hit points equal to the result of the Chance Die + your proficiency bonus.
  • Quick Response: When initiative is rolled, you may expend and roll one Chance Die and add the result to your initiative total. When you use your Chance Die in this way, you cannot be surprised during the first round of combat. You must be conscious in order to use this option

Stack the Deck

Starting at 6th level, you learn the spells Bane and Bless. These spells count as warlock spells for you, but do not count against the total number of spells you know. Using this feature you may cast each of these spells (at 1st level), without expending a spell slot. Once you cast these spells in this way, you must complete a long rest to regain use of this feature.

You may also cast these spells normally using your warlock spell slots

Quick Hands

At 6th level you also gain proficiency in the Sleight of Hand skill, and can double your proficiency bonus to any Sleight of Hand check, or gaming check made to cheat during a game.

Gambit

Starting at 10th level, you may use your action on your turn to expend and roll a number of Chance Die, up to your Charisma modifier. If the sum of the dice is:

  • 12 or higher: You immediately regain 1 warlock spell slot.
  • 5 or lower: You take psychic damage equal to double the die result, and you are stunned until the start of your next turn.
  • 6-11: You regain the Chance Die you expended using this feature and gain a number of temporary hit points equal to your warlock level.

Once used, you must complete a long rest to regain use of this feature.

Gambler's Wrath

At 14th level, you may unleash the chaotic energy inside and lash out at your enemies. You can use your action and choose a number of creatures within 60ft of you, up to your Charisma modifier. The chosen creatures must make a Charisma saving against your warlock spell save DC. On a failure, the creature(s) takes (6d6) psychic damage and are stunned until the end of their next turn. You may enhance the damage of this strike by expending and rolling a number of Chance Die (up to your Charisma modifier) and adding the total to the psychic damage that is dealt. On a success, the creature(s) take half damage, are not stunned, and have advantage on their next attack against you. This advantage lasts until the end of their next turn. Once used, you must complete a long rest to regain use of this feature.

Previous Versions

Name Date Modified Views Adds Version Actions
5/31/2024 9:43:00 PM
3
0
24.02.22
Coming Soon
5/31/2024 10:04:22 PM
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0
24.05.31
Coming Soon

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