Rogue
Base Class: Rogue

A gambler spends their days defying every letter of every order issued their way. They are free spirits who do not take kindly to having their paths carved for them. They are not inherently disagreeable folk, just the opposite often being happy go lucky in their charm. However if you try to house train the beast, you will find a dagger between your ribs. Gamblers work out in t he open, using visual trickery and sleight of hand to achieve their aims. Quick finger work and an assuring smile are the two most effective tools in the gamblers arsenal. 

For them, every venture big or small is a game in its own right and every task partaken is meant to be enjoyed or it is not worth the time or energy. They are not outright thieves or deceitful like some other roguish types may be, but such acts are not beyond their morality either. The rules for a gambler is different from individual to individual due to this defining trait. and is much more of a personal code that sings louder in their minds than any law of the land. In this, the gambler is every changing in style as they grow and learn, assimilating the lessons of the world around them to achieve maximum control over the outcome of their long game of life. 

Roulette of The Wild

Your nimble fingers have reached a potent level of dexterity backed by a sort of arcane magic. You have the ability, with your hands, to rip through the fabric of space and channel the natural energy from another location through your weapon. This is done with every attack and is determined by the roll of a 1d12, as a gambler, things are more satisfying when left to chance. These include 9 damage types, with a 1 representing no change. In ascending order these are



1

No Alteration

2

Acid ( Taken from oozes or particularly vile swamps)

3

Cold (Taken from tundras and mountain tops)

4

Fire (Taken from volcanoes or the mouth of a dragon)

5

Lightning (Taken from the skies above)

6

No Alteration

7

Necrotic (Taken from the aura of mass graves or evil temples)

8

Poison (Taken from the fangs of venomous predators such as snakes and spiders)

9

Radiant (Taken from the aura of churches and shrines)

10

Thunder (Taken from the vibrations found in all places)

11

No Alteration

12

DEALERS CHOICE! (You may either reroll the next , 1, 6, or 11 you would roll or else roll to determine this feature again)

 

You may also imbue this effect into actions outside of combat that require a dexterity check, (sleight of hand with card tricks, picking a lock with thieves tools, etc. the exact effects that occur are up to your dm)

Feint In Plain Sight

Being a master of sleight of hand, as well as having unlocked a certain magical quality to your dexterous hand movements, you can utilize your sneak attack at times when standing right in front of a threat and are a master of two weapon fighting. While dual wielding weapons which have the finesse property you may add your damage modifier to the second attack. Additionally, if you miss with your first attack and use your bonus action to attack with your offhand weapon you may do so with advantage.

Likewise you can dual wield so long as both weapons have the finesse property and you may draw/stow 2 weapons if they both have the finesse property..

House Edge

At 9th level, you start tapping into your ability to tear through the fabric of space and time in a bit of a more controlled fashion. However, you lack the ability to not make your cheating of the rules of reality blatantly obvious.

You can extend your melee reach to a distance of one half your movement speed for an attack or any other action you would take with your hands. Further, you may selectively add your roulette of the wild ability to the action taken in this manner. However, any attack or  insight/perception check to discern your movements made against you for the next six seconds after is made with advantage as you focus deeply on your trickery, shedding caution in hopes of gain You may use this feature thrice per short rest gaining an additional use at 13th and 17th level..

Feint of Loss

You take advantage of your losses as well as your wins. When you are hit with a melee attack, you may use your reaction make a melee weapon attack with advantage as you find the opening in their strike.

Hot Streak

The taste of winning has an addictive quality to it, and having been exposed to the chance of success and failure outside your control so frequently, the bigger the risk the bigger the reward mentality begins to really sink in. Once you roll a critical strike on a creature with an attack role that uses your dexterity modifier, your ability to do so again intensifies, as does a new risk for disaster.

After rolling a natural 20, certain changes in the odds of outcome take place in your next attack. You then have the chance of rolling another critical with an 18 or higher role, but on a roll of a natural 3 or less, the attack instead hits you and you become prone. After another success, this gap between success and total failure widens to 16 for a success, and a 7 for hitting yourself and going prone. This can be applied two more times at 15 (Success), 10 (Failure) and 14 (Success), and 13 (Failure). Once on a hot streak, AC is not considered and you instead hit automatically on a critical success. Once a success is not obtained, the hot streak ends.

This feature can be used once per long rest and when rolling a natural 18 or 19 on an attack role after rolling a natural 20. Your reliable talent does not affect these rolls.

Previous Versions

Name Date Modified Views Adds Version Actions
5/25/2021 6:00:48 PM
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