You've honed the ability to take great risks and either recieve amazing rewards or consequences. You have the power to gamble away what you may or may not recieve:
- The gift of the Fool- You can transfer 2 points in the ability score and apply them to another ability score perminently.
For example if you have an ability score of 18 in charisma you can remove 2 points and transfer them to your strength making it 16 instead of 14.
- King of games- You gain a proficiency with a gaming kit of your choice.
- Poker face- Any insight checks made against you decides whether you are lying or not are made made at a disadvantage.
- Devil's tongue- You are given advantage in deception checks.
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