A gamblers disguised weapons kit, including “Throwing cards”, “Dynamite Dice/explosive dice”, a “Slots Slammer”, “Spell Chips”, “The Wild Magic Scratch off”, “Riffle Roulette”, and a “Roulette Wheel Sheild”
Gamblers weapons kit
Throwing cards: As an action you throw 1d8 of these sleek metal cards in a 200(300)ft line with a +3(+prof bonus +dex) hit/dc dealing 3(1d4+dex) slashing damage, this item oignores resistance and makes immunity into a resistance. Special: you can draw a card irl, on a hearts card you heal for the amount dealt, diamonds card casts a cantrip of your choice, clubs card deals double damage, spades card knocks them prone. Jack queen and king variants double the effect(spades knocks them unconscious), ace’s triple it (spades kills them if they have less than 50 hp)
Dynamite Dice: you can throw up to 2 of these shiny golden 6 sided dice within 30 ft of you as a bonus action, they explode whenever you want as a reaction, they explode in a 10 ft radius, anyone in this radius must me a dc 12(+prof. Bonus) dexterity saving throw or take 4d8 fire damage, anyone within 10 feet of these dice take half, while anyone within 5 ft of this explosion takes full damage. On failed save they get knocked back 5-15 ft and get knocked prone, as long as they are medium or smaller they can get knocked prone. Special: you can roll a real d6 and multiply the damage by that much
Slots slammer: as an action you may make a +6 hit/dc to swing at a creature with this 10ft long cylindrical headed hammer with 3 spinning parts to it looking like a slots machine dealing 4d6 damage, also stunning them with a dc 15 con save. Special: you may roll 3 d20, if 2 of the numbers are the same you crit, if all three are the same you kill them if they have less than 150 hp, or deal 150 damage, if you get 3 repeating numbers(1,2,3. 16,17,15. Ext.) you may give them any status condition for 2 rounds.
Spell Chips: You have these seemingly normal pocket ships, having a spells arcane signature engraved into them on an atomic level, they can make an arcana 9+spell d10 to see wha spell is on it. every long rest you roll a d10 and d100, the d100 is how many chips you get, the d10 determines the lvl of spell, on a 1 you get to cast a damage or buff cantrip, on a 2 you choose lvl1 so on so forth. You can throw 1 chip as a bonus action, casting the spell on the start of your next turn, unless it is picked up, when picked up by someone you are not alies with, it becomes a normal pocket chip, the spell lvl determines how much its worth.
Wild magic scratch off: as an action you scratch one of these Lottery scratch offs, if anyone other than you uses them they lose 5 gold pieces, and can get a cash prize if they win, roll whatever dice you need too determined by your dm’s chosen wild magic table. Special: you can buy more scratch offs with your money, you scratch them off whenever you want, the cost is 5 gold pieces, silver copper ext not accepted.
Riffle Roulette: as a action you can use a hand sized revolver esk hand crossbow with 8 cylinders, you will not roll to hit, there is 3 blanks which harm you for 1d12 damage, and 5 live rounds that harm your enemy for 1d8+dex. Special: you can roll a d8 to change the amount of blanks in the chambers.
Roulette Wheel Shield: you can block incoming damage by half of 1d100 as a reaction. Special: you can guess the number you negate all damage no matter what
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