You have a number of Gambler Points equal to your Charisma mod + your Proficiency mod (minimum 1). As a free action, you can expend one of these points to gain one of the following effects:
- Your next attack roll is at advantage, but does minimum damage.
- Your next attack roll is at disadvantage, but does maximum damage.
- The next attack roll against you is at advantage, but does minimum damage.
- The next attack roll against you is at disadvantage, but does maximum damage.
- Your next saving throw is at advantage, but you can't add any modifiers to it.
- Your next saving 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 advantage, but they can't add their proficiency bonus.
- 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 only use one point on each of your turns. You regain half of your Gambler Points after finishing a short rest, and you regain all your Gambler Points after you finish a long rest.
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