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Trained in the art of taking ridiculous risks at the drop of a hat, you can take split second actions that may risk life and limb but may just turn a failure into a success.

  • You have 3 gamble points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one gamble point to roll an additional d20. You can choose to spend one of your gamble points after you roll the die. You must take this second result. If both results were failures the roll is considered a critical failure where appropriate. If both results were successes the roll is considered a critical success where appropriate.
  • You can also spend one gamble point when an attack roll is made against you. Roll a d20, and force the attacker to use this new roll. If the attack still hits it is considered a critical hit.
  • You regain your expended gamble points when you finish a long rest.
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