Warlock
Base Class: Warlock

Many strange and evil entities reside in the planes beyond the material. Many even the most depraved of warlocks balk at.

But not Hucksters.

These warlocks are smart enough to know not to strike long term deals with these beings. Instead, these risk-takers gamble with these spirits, taking great power in exchange for the force of their very life. Whether wielding great power to strike against the forces of evil or living life as a high gambler, Hucksters all have one thing in common. They gamble quick, they live quick, and they die quick. Despite this, a good Huckster is fearsome in combat. They contact the spiritual plane and do a gamble in seconds if not shorter before snapping open their eyes and throwing a handful of cards, with fearsome spells blazing from them. Despite this power all Hucksters are fated to a painful death at the very hands of the spirits they gamble with

Hucksters are gamblers. It's what the fundamentally are. A new huckster is next to invisible to the magical eye as they possess no magic. Instead, they gamble and steal power from spirits, betting their soul, body, and life with them in exchange for great power. All of them know they are going to die and are fearsome opponents, on the gambling table and in combat. To be a Huckster you must accept that tomorrow you might die, and that simply moping about is counterproductive. The oldest Hucksters are grinning maniacs who surround themselves with friends and pleasures and safeguard their many secrets with extreme paranoia, as a few have figured out how to cheat the spirits. However the older they get the more they seem to dry. Their skin stretches across their bones as their eyes sink. Despite this many keep high spirits, as none wishes to die angry and miserable. Most Hucksters are famously bad with money, spending it on carnal pleasures and waking up in an alley with a hangover and their money gone. Still, they bounce back.

After all, if the spirits deal you a bad hand, better to go out happy and staring them in the eyes than weeping and sobbing.

Sly Gambler

You gain uses of this feature equal to your warlock level halved, rounding up. This is the lingering magic from dealing with the spirits

Gambler's Rebound

When you are hit with an attack by an attacker you can see, you can send lingering magic from the spirits at them to deal damage.

Spiritual Eyes

You can cast detect magic that lasts for 24 hours. This expends two uses. You also see the true form of any shapeshifters within thirty feet of you while this is active.

Small Home

You imbue a simple, handheld object a small space. As a bonus action, you can enter it. It is a small 15x15 foot room made of the material of the handheld object that is lit despite no visible light source. This object lasts for an hour before dissolving into dust. If you are in it when it does so you are automatically shoved out along with anyone else.

Gamblin'

You gain two options for Gamblin' Abilities. These two can be switched out during a short rest.

Fate's Draw

Whenever you cast a spell against a creature with immunity or resistance to a damage type or condition the spell has you gamble to manipulate their past to temporarily lose the resistance or immunity for 1d6 + the spell's level minutes before time corrects the mistake. Requirements: Straight Hand, 14, add 20% to wild chance, add three dice rolls for the roulette. If you fail your own past is altered and you lose a resistance or immunity if you don't have one you gain a vulnerability.

Truth's Light

You convince a spirit of thought to manipulate a 60x60 ft area of space for 2d6 minutes. For that period of time, all creatures within it must answer your questions truthfully. At the end of the ability, all creatures who you questioned must roll a Wis save against your spell save DC or not know you used magic to learn the truth from them. Requirements: Three of a kind, 12, add 10% chance, add another die to the roulette. If you fail you can only speak the truth for the next 20 minutes and take 3d4 psychic damage

Striking Bluff

You convince a spirit to inflict damage on your enemies with your strikes. For the next 2d20 minutes, you gain an extra 2d8 necrotic damage when you attack an enemy with your weapon. Requirements: Pact of the Blade, Full House, 14, add 15% chance, add two more dice to the roulette. If you fail, for the next 2d20 minutes whenever an opponent strikes you, you take an extra 1d8 necrotic damage.

Reservoir of Knowledge

You gamble for power, drawing up great power from them. For the next 2d6 hours, your tome gains an extra spell. You also gain 3 extra level 1 spell slots, two level 3 spell slots and 1 extra level three spell slots. Requirements: Straight Flush, Seventeen, Pact of the Tome, add 25% chance. add four more dice to the roulette. If you fail you take 3d6 necromantic damage and lose five spell slots (what level is decided by DM)

Fast Mind

You raise the power of your commands to your familiar. For the next seven hours, it gains an attack of 2d6 + your spellcasting modifier of force damage and doubles the range it can carry your spells. It also gains a ranged attack of 1d6 + your spellcasting attack modifier of acid damage. Requirements: Pact of the chain, Flush, 14, add 20% chance, add two more dice to the roulette. If you fail your familiar dies for 1d4 hours and you take 3d8 cold damage.

Expanded Senses

You throw in a bet for attunement with the natural world. This bonus lasts 48 hours. You can sense all undead, and abominations within 120 feet of you and you understand Druidic. You gain advantage to all perception checks involving hearing, smelling or seeing things. Required: Straight, 13, add 10% chance, add one more die to your roulette. If you fail you are blinded for 1d4 hours and you have disadvantage on all perception checks for 2d8 hours.

Enhanced Senses

You gain the Enhanced Senses Gamblin' ability.

Fast Mind

You gain the Fast Mind Gamblin' ability.

Fate's Draw

You gain Fate's Draw Gamblin' ability. This can be used on a bonus action.

Reservoir of Knowledge

You gain the Reservoir of Knowledge Gamblin' Ability.

Striking Bluff

You gain the Striking Bluff Gamblin' ability.

Truth's Light

You gain the Truth's Light Gamblin' ability.

Hand in the Draw

You gain the ability to change into a spiritual form. Each form is different based on your Gambler's tools. You can change into this form twice before needing to take a long rest to recover the uses of this form. This form lasts for twenty minutes. Forms of this include:

Flurry of Cards

Your skin stretches across your skin as a flurry of cards surrounds you. While in this form any attacks against you have a -3 to hit and anyone attacking with a melee attack must roll a Dex Save against your spell save DC or take 5d6 magical slashing damage. You can cast spells without drawing cards in this form and gain a +5 when casting spells in bonus to any attacks or modifiers. Your Spell Save DC goes up by 3. While in this form you gain advantage on Cha (Intimidation) checks but suffer disadvantage on any other Cha checks.

Chance Incarnate

Your eyes become dice set in your sockets as your skin begins to randomly shift and change. While in this form you can cast spells without rolling your Gambler's Tools. You can, as a bonus action pull the advantage from an enemy within sight and apply it to your next dice roll. You gain a +3 to spells and your Spell save DC goes up by 5. When an enemy attempts to attack you, they must roll a Wis saving throw against your spell save DC or have a -2 to hit you.

Untamed Magic

Your eyes and mouth exude a chaotic spray of colors as your body seems to both invert and twist out of itself. You can sense anything magical within 70 ft of you and have darkvision. You no longer have to use the wild magic shard to cast spells and your magic can't go wild. As a bonus action, when you see an enemy or hostile creature cast a spell you can cause their magic to go wild, you make any choices of the wild magic for them. A saving throw against your spell save DC of their spellcasting stat can stop this effect, however. You gain a +2 to all spell attacks and your Spell Save DC goes up by 1. When this form ends immediately make a Wis saving throw, on a fail roll on the Wild Magic table.

Arcane Gunslinger

Your body stretches and contorts. Constantly changing to resemble famous gunslingers. Your revolver Gambler's Tools immediately fills with magical ammo. It never runs out of ammo and deals 2d8 + spellcasting modifier force damage. Furthermore, you no longer need to roll roulette when casting spells. Instead, you can apply spells to your weapon. Damage oriented spells modify the bullets and add their damage to the damage of the bullet, while buff or manipulative spells negate the damage of the bullet. Healing spells change the ammunition to fire bursts of divine energy, your attacks instead heal instead of harm the target, dealing 2d8 + your spellcasting modifier in HP healed, though this effect only applies when you cast a healing spell through the weapon.

Arcane Gunslinger

Your body stretches and contorts. Constantly changing to resemble famous gunslingers. Your revolver Gambler's Tools immediately fills with magical ammo. It never runs out of ammo and deals 2d8 + spellcasting modifier force damage. Furthermore, you no longer need to roll roulette when casting spells. Instead, you can apply spells to your weapon. Damage oriented spells modify the bullets and add their damage to the damage of the bullet, while buff or manipulative spells negate the damage of the bullet. Healing spells change the ammunition to fire bursts of divine energy, your attacks instead heal instead of harm the target, dealing 2d8 + your spellcasting modifier in HP healed, though this effect only applies when you cast a healing spell through the weapon.

Chance Incarnate

Your eyes become dice set in your sockets as your skin begins to randomly shift and change. While in this form you can cast spells without rolling your Gambler's Tools. You can, as a bonus action pull the advantage from an enemy within sight and apply it to your next dice roll. You gain a +3 to spells and your Spell save DC goes up by 5. When an enemy attempts to attack you, they must roll a Wis saving throw against your spell save DC or have a -2 to hit you.

Flurry of Cards

Your skin stretches across your skin as a flurry of cards surrounds you. While in this form any attacks against you have a -3 to hit and anyone attacking with a melee attack must roll a Dex Save against your spell save DC or take 5d6 magical slashing damage. You can cast spells without drawing cards in this form and gain a +5 when casting spells in bonus to any attacks or modifiers. Your Spell Save DC goes up by 3. While in this form you gain advantage on Cha (Intimidation) checks but suffer disadvantage on any other Cha checks.

Untamed Magic

Your eyes and mouth exude a chaotic spray of colors as your body seems to both invert and twist out of itself. You can sense anything magical within 70 ft of you and have darkvision. You no longer have to use the wild magic shard to cast spells and your magic can't go wild. As a bonus action, when you see an enemy or hostile creature cast a spell you can cause their magic to go wild, you make any choices of the wild magic for them. A saving throw against your spell save DC of their spellcasting stat can stop this effect, however. You gain a +2 to all spell attacks and your Spell Save DC goes up by 1. When this form ends immediately make a Wis saving throw, on a fail roll on the Wild Magic table.

Gambler's Tools

The Huckster chooses an option as their Gambler's Tools. They count as their spellcasting focus and let them cast spells without verbal or somatic components.

Playing Cards

You gain proficiency with Playing Cards. Whenever you cast a spell of level 1 or higher, draw five cards + your spellcasting modifier. Make the best poker hand possible with those cards. Unless using one of the Gamblin' abilities all you need is a simple pair to ensure the spell goes off. A red joker counts as a wild card while a black joker causes the DM to roll on the Backlash table (though it still counts as a wild card).

Dice Set

You gain proficiency with Dice Sets. Whenever you cast a spell of level 1 or higher, roll a d20 and add your spellcasting modifier. To cause a spell to go off you must get above a seven unless you're using a Gamblin' ability, if you roll below a seven, the DM rolls on the Backlash table. If the dice rolls a Seven the spell goes off like a critical however if you roll a seven on the attack die the spell goes off but the spirits attempt to cheat. You must roll a Cha saving modifier against your own Spell Save DC. If you fail the DM rolls on the backlash table.

 

Dice Set

Dice have been the first game of chance since anyone can remember. Hucksters of these Tool's are usually obsessed with the concept of chance and entranced by particularly elaborate dice.

Playing Cards

Poker is a gamblers game. As such it is very popular with Hucksters. Hucksters of this tool view their gambles as poker plays and are known to hide 'cards' up their sleeves.

Russian Roulette

You gain proficiency in Sleight of Hand and gain the Russian Roulette Gambler's Tools. This revolver can only function when using magical bullets and functions as a normal revolver when using said bullets.

Spark of Wild Magic

You gain proficiency in arcana and gain the Spark of Wild Magic Gambler's Tools.

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