Fighter
Base Class: Fighter

Steel cuts deep, but only when chance allows it. It takes the bravest of warriors to throw skill to the wind and rely solely on their own luck, betting with their own life on the outcome of each and every battle. No two wildcards fight the same way, some with certainty in their luck and others guided by the rush of unpredictability. Every clash of blades is a wager, betting on not only themselves but the misfortune of their opponent. The gambler will win big, will lose just as big, but will leave the table with a smile.

Luck of the Draw

At the start of you turn, you may choose to draw a card, twisting fate depending on the outcome. Roll a d6.

  1. Ace of Blades - Add 1d6 to your next attack roll
  2. Two of Shields - Add 1d6 to your AC until the start of your next turn
  3. Three of Hearts - Next time you land an attack, heal for 1d6 hp
  4. Four of Clubs - Your next attack pushes the target 10ft away from you
  5. Five of Diamonds - Add 1d6 to your next damage roll
  6. Joker - Until the start of your next turn, you may reroll one d20, either yours or someone else's within 30ft of you.

You can draw from your deck of cards an amount of times equal to your proficiency bonus per long rest.

The damage inflicted by Five of Diamonds increases to 2d6 at level 7, 3d6 at level 15 and 4d6 at level 18.

All In

Push forward all of your chips and leave it to chance to decide your fate. When making an attack, before rolling you may declare that you are going all in. If so, roll 2d20 rather than 1d20.

  • Jackpot - If both d20 hit, roll damage as usual and then double the result.
  • Draw - If one d20 hits and one misses, there is no extra effect.
  • Bust - If both d20 miss, the attack misses. Also, anyone attacking you has advantage, and you have disadvantage on saving throws until the start of your next turn. 

Loaded Dice

You've learnt the ways you can alter natural order untraceably. When you roll for initiative or use Luck of the Draw, you may choose the result you would like rather than rolling. This ability can be used once per short or long rest.

You're Bluffing

When a creature within 30ft of you succeeds on an attack roll, save, or ability check, you can declare that you are calling their bluff. The creature must then reroll the die, taking the worse result of the two. If the reroll is a natural 1, you regain the ability to call a bluff without needing to rest. 

This ability can only be used once per long rest.

Veteran Gambler

Fortune favours you, dice roll your way and every hand is drawn how you want. Whenever you use Luck of the Draw, you may roll 2d6 rather than 1d6 and pick which result you would like. If both dice land the same, reroll one until they are different. 

Additionally, whenever you roll a natural 20 or natural 1, you regain a charge of Luck of the Draw. This effect only works if you have an expended charge already.

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