Rogue
Base Class: Rogue

Some rogues trust in careful planning. Others trust in sharp steel, quick hands, or a perfectly timed escape.

Dice Hustlers trust the dice.

To a Dice Hustler, every battle is another game waiting to be won. They roll the bones, keep the numbers they like, throw away the ones they don't, and push their luck in pursuit of increasingly powerful combinations. A mediocre roll can still be useful, but those willing to gamble can turn a promising hand into something devastating.

Of course, no respectable Dice Hustler relies entirely on chance.

As their talents grow, Dice Hustlers learn to manipulate their rolls, palm favorable results, alter troublesome dice, and otherwise make certain that luck behaves itself. A true master doesn't merely hope for the perfect roll—they hustle fate until it gives them one.

For a Dice Hustler, combat isn't over until the dice stop rolling.

Level 3: Roll the Bones

Beginning at 3rd level, you turn every battle into a game of chance.

At the start of each of your turns, roll five d6s. These dice form your Dice Cup.

After rolling, you may set aside any number of the dice and reroll the remaining dice. You may do this up to two times, and dice you previously set aside may be returned to the Dice Cup and rerolled.

After your initial roll or either reroll, you may stop rolling and Score your Dice Cup. When you do so, choose one combination below that your five dice satisfy. You gain that combination's effect, and the Dice Cup is discarded at the end of your turn.

Chance. Any combination of five dice qualifies. The next time you hit a creature with an attack this turn, it takes additional damage equal to the total rolled on the five dice.

Three of a Kind. At least three dice show the same number. The next time you hit a creature with an attack this turn, it takes an additional 3d6 damage.

Four of a Kind. At least four dice show the same number. The next time you hit a creature with an attack this turn, it takes an additional 6d6 damage.

Full House. Three dice show one number and the remaining two show another number. The next time you hit a creature with an attack this turn, it takes an additional 4d6 damage, and you gain temporary hit points equal to the total rolled on the five dice.

Small Straight. At least four dice form a sequence of consecutive numbers. Until the end of your turn, your walking speed increases by 20 feet and your movement does not provoke opportunity attacks.

Large Straight. All five dice form a sequence of consecutive numbers. Until the end of your turn, your walking speed increases by 20 feet, your movement does not provoke opportunity attacks, and you can make one additional weapon attack as part of the Attack action.

Yahtzee. All five dice show the same number. You trigger the Yahtzee effect corresponding to the number rolled, as described in the Yahtzee! feature.

Rolling, setting aside, rerolling, and Scoring your Dice Cup require no action.

Level 3: Yahtzee!

Also at 3rd level, when you Score a Yahtzee with your Roll the Bones feature, you trigger a special effect based on the number shown on all five dice.

Ones — Snake Eyes. Choose up to five creatures you can see within 60 feet. Until the start of your next turn, attack rolls against those creatures have advantage.

Twos — Double Down. You immediately gain one additional Action and one additional Bonus Action this turn.

Threes — Triple Tap. You may immediately make three weapon attacks. These attacks require no action.

Fours — House Advantage. Until the start of your next turn, you have resistance to all damage and advantage on all saving throws.

Fives — High Roller. The next attack you hit with before the end of your turn is automatically a critical hit, and all damage dice rolled for that attack deal their maximum possible result.

Sixes — Jackpot. After your current turn ends, you immediately take another full turn. During this additional turn, you may use Sneak Attack again even if you have already used it this round.

Triggering a Yahtzee effect requires no action.

Level 3: Score Sheet

SCORE SHEET

Beginning at 3rd level, you keep a Dice Hustler Score Sheet containing the following seven categories:

Chance
Three of a Kind
Four of a Kind
Full House
Small Straight
Large Straight
Yahtzee

Whenever you Score your Dice Cup, choose one unmarked category on your Score Sheet.

If your Dice Cup qualifies for that category, resolve its effect normally and mark that category as successfully Scored.

If your Dice Cup does not qualify for the chosen category, you may instead mark that category with a 0. You gain no effect from that category, and it cannot be Scored again until you begin a new Score Sheet.

Once a category has been marked on your Score Sheet, whether successfully or with a 0, you cannot Score that category again until you begin a new Score Sheet.

Your Score Sheet persists between turns and combats and is not cleared by a Short or Long Rest.

Once all seven categories have been marked, your Score Sheet is complete.

If all seven categories were successfully Scored without any category being marked with a 0, you immediately trigger Run the Table.

If one or more categories were marked with a 0, clear the Score Sheet without triggering Run the Table and begin a new Score Sheet.

 

Level 3: Run the Table


RUN THE TABLE

When you complete a Score Sheet with all seven categories successfully Scored and no categories marked with a 0, you have beaten the odds, cleaned out the house, and finished the game.

Immediately after resolving the combination that completed your Score Sheet, choose one Yahtzee effect from your Yahtzee! feature. You gain that effect as though you had Scored the corresponding Yahtzee.

In addition, until the end of your next turn:

• Your movement does not provoke opportunity attacks.
• Your walking speed increases by 20 feet.
• You have resistance to all damage.
• You have advantage on all saving throws.
• The first attack you hit with is automatically a critical hit.
• All damage dice of that attack deal their maximum possible result.
• You may use Sneak Attack even if you have already used it during the current round.

After Run the Table is resolved, clear every category on your Score Sheet and begin a new Score Sheet.

Level 9: Loaded Dice

Beginning at 9th level, you have learned that luck is much more reliable when you give it a little help.

Once on each of your turns, after rolling or rerolling your Dice Cup, you may change the result of one die by 1, increasing or decreasing it. A die showing a 1 cannot be reduced, and a die showing a 6 cannot be increased.

You may use this feature before deciding which dice to set aside or whether to Score your Dice Cup.

Manipulating a die with this feature requires no action.

Level 13: Palmed Die

Beginning at 13th level, you have mastered the oldest trick in the hustler's book: keeping a good die hidden until you need it.

Whenever you Score your Dice Cup, you may choose one of the five dice and palm it instead of discarding it. Record the number shown on that die.

At the start of a later turn, when you roll your Dice Cup, you may replace one of the five rolled dice with your palmed die. The replaced die is discarded, and the palmed die becomes part of your Dice Cup as though you had rolled that result normally.

You may have only one palmed die at a time. If you palm a new die while already holding one, the previous palmed die is discarded.

A palmed die remains available until you use it, finish a Long Rest, or become incapacitated.

Palming or using a die requires no action.

The House Always Loses

Beginning at 17th level, you no longer leave the outcome of the game entirely to chance.

When you use Loaded Dice, you may change the chosen die to any number from 1 to 6 instead of increasing or decreasing it by only 1.

In addition, once per Long Rest, after rolling or rerolling your Dice Cup, you may choose a number from 1 to 6 and change any number of dice in the Dice Cup to that number. If all five dice then show the same number, you may immediately Score the resulting Yahtzee normally.

Using this feature requires no action.

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