You have a number of Gambler Points equal to your Charisma mod (minimum 1). You can expend one of these points to gain one of the following effects:
Double or Nothing
- If you hit an attack roll, you may choose to roll again. If your second attack roll hits, deal double damage. If the second attack roll fails, your attack misses completely.
Going All In
- Your next attack roll is at disadvantage, but does maximum damage.
Hold 'em or Fold 'em
- The next attack roll against you is at advantage and does maximum damage. If the opponents attack misses, gain an opportunity attack at maximum damage
Even the Odds
- You may give both one target as well as yourself either advantage for the next 3 turns or disadvantage for the next 3 turns. For each level lower your opponent is than you, they take 1 less round of disadvantage or 1 more round of advantage. For each level higher your opponent is than you, the opposite takes effect. This effect can only be used once ever per opponent ever, and the effect of advantage/disadvantage can only drop down to a minimum of 1 regardless of level difference.
- Your next saving throw is at disadvantage, but you can add your proficiency bonus to it, even if you already have proficiency.
- Your next ability throw is at disadvantage, but you can add your proficiency bonus to it, even if you already have proficiency.
- The next saving throw you force another creature to make is at disadvantage, but they can add their proficiency bonus to it, even if they already have proficiency.
You can use as many point as desired on each of your turns, however even a single failed roll results in total failure. You regain half of your Gambler Points after finishing a short rest, rounded down, and you regain all your Gambler Points after you finish a long rest.
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