Base Class: Fighter
You love gambling, and you will live and die by chance. You have learned how to use this to your advantage when defending yourself, as you often have to do with the bets you have lost and rigged.
Double or Nothing
Before rolling for an attack, you can choose to impose disadvantage on yourself for the chance to deal twice as much damage if you hit (including any modifier)—stacks with critical strikes. You can also double disadvantage if you already have disadvantage and roll three dice and take the lowest roll.
Rigged Gamble
You have learned how to rig your own gamble. You can choose to sacrifice any number of attacks (only attacks that are part of your action) to not receive the disadvantage aspect of the Double or Nothing class feature for an equal number of attacks. For example, if you choose to sacrifice one of your extra attacks, you can use your Double or Nothing feature for one attack. At higher levels, you can choose to sacrifice any number of your attacks from your action on your next turn, and you can use your Double or Nothing feature equal to the number of attacks you sacrificed without disadvantage.
Critical Point
When you are hit with a critical melee strike, you can choose to roll a d20. If you roll an 11 or higher, you remove the doubling effect of the critical strike ( it does not remove a class's abilities related to a critical, such as a barbarians brutal critical dice). If you roll a 10 or lower, the attacker gets to add an additional damage dice.
High Risk High Reward
You now crit on an 18-20; however, you critically fail on a 1-5.
Lucky Gamble
At the start of each dawn, you roll 1d4-1 (minimum of 1) and gain that many luck points. If you have the Lucky feat already, you only gain half of 1d4 (minimum of 1 rounded up). These luck points do not carry over into the following dawn, and you must reroll at each new dawn.
Previous Versions
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10/2/2025 10:59:34 PM
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Coming Soon
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