A true archer class. With high focus on ranged weapons including guns if allowed. Not natured flavored like the ranger, and not fighter based. Light armor, and ways to GTFO
sub classes would focus on elemental, shadow, holy, or shadow flavors of spells and abilities.
ki point system is cool and something like that for the archer to add more damage or move.
not fleshed out but it’s been rattling around in the nogen for some time.
Got a dumb, really funny glass cannon for you. Put a wizards mind on steroids and give them 5 spell slots automatically for each level spell when they get to it. Give them a d1 hit dice, and make it so anytime they touch heavy or medium armor, they die. Then, give them only melee cantrips but they do 4x damage, and let them cast 2 cantrips per turn at first level, gradually scaling up. No subclasses, would definitely play them in a 1 shot.
The dragonfire adept from 3.5 "Dragon Magic" worked as a glass cannon, or a glass lance. And this could have got subclasses about the different types of dragons.
"Hawthorn" (the specie of wood used for stakes against vamires) would be the vampire-hunter.
Here's an idea for a class, a demigod that has to be a subclass. The way it works is you are open to many not overpowered demigod options that you can be and as you level, what ever god you are will slowly get stronger. For example: I chose to be a demigod of living organisms like being able to mind control them for a short time, or bring them back to life, so some good classes to compliment this power would be either a cleric or a druid because of their roles,this just makes them stronger in their roles as a healer for cleric and a druid for animal handling.
This is a subclass so it itself doesn't have any primary ability scores and would take the primary ability scores from whatever main class they are, along with all other proficiencies and bonuses. Considering you are a form of God, paladins and clerics would gain a boost in one of their primary ability scores by a number decided by a 1D4.
We have: Expert vs Weapon vs Magic and Primal vs Divine vs Arcane
Bard = Arcane Expert
Monk = Divine Expert
Ranger = Primal Expert
Paladin = Divine Weapon
Barbarian = Primal Weapon
Warlock = Arcane Weapon
Cleric = Divine Magic
Druid = Primal magic
Wizard and Sorcerer = arcane magic
This leaves Rogue which is an Expert (no p/d/a), Fighter which is Weapon (no p/d/a), and Artificer which is a Magic (no p/d/a)
There are of subclasses that add in other stuff, such as a touch of arcane or divine. But those are the general categories.
The only way to really change this would be to add in either something that is not an expert/Weapon/Magic focused or a new class of Primal/Divine/Arcane. The most common thing that people try to add is Psionic, which is really just Arcane with different flavoring. Basically it drops the VSM and focuses on the claivoyance, telepathy, telekineses, pyrokenesis, charm and illusions. Effectively dropping conjuration, transmutations and necromancy.
Given that we'll never get the Mystic or a true Psionics class, I went ahead and made one with 6 Subclasses and 23 talents to choose from. None of the "disciplines" nonsense, no PF2e "imma just take ALL the options!" Kineticist silliness, Just a solid class with functional subclasses:
a proper commander, tactic and strategist would be great. build in battlemaster and hunter into the main class and maybe have a few aritficer features. also add things to gain intel and use it + bonuses to the party. of it course it would be a martial, either non-caster or 1/3th caster with the ranger, paladin and artificer unique spells.
Not a new class, but a new (Primal Order) option for an existing class. I’d really like to see the Warden Druid which appeared in one of the UAs. It’s a druid who gets proficiency in martial weapons.
Lots of potential Classes that could be added but too many can become unwieldy. As such, the expansion of options is normally through the subclasses. However, the Artificer Class is notable by its absence, currently. I’d like to see the Necromancer added as a subclass also.
on the topic of sword-mage reading this i came up with this simple idea which i dont feel would be very busted
Arcane half caster
Spellcasting charisma
Can cast regularly
Has some sort of expendable point to put a spell on the weapon
On a hit with the (enchanted) weapon they may expend a spellslot to cast the spell on the weapon
They must roll again to see if the spell hits as well if it does it then the effect or damge of the spell stacks on with the damage of the initial attack
Spell list would include a lot of movement spells and and simple damaging spells with a lack of spells that target multiple creatures
I made an entire fleshed out homebrew class recently. It is called the Puppeteer.
Casually talking to her target, she commands her puppet with small hand gestures. Her puppet creeps up behind her unsuspecting victim, driving a poisoned needle into the base of their neck.
As a ballista fires at his ally, the half orc shouts out to his puppet. The large puppet dashes in front of his ally, taking the blow without flinching.
As the heated tension finally breaks loose, the human commands his puppet precisely. The puppet begins weaving an intricate dance, cleaving the limbs of its master's oppressors off with ease.
The elf talks to a sovereign, weaving ethereal strings around the sovereign with her words, before pulling the strings and taking control.
Puppeteers, whatever their goals, specialize in deceit, trickery and manipulation. Using powerful enchant spells, and their prized puppet, they know how to control any situation.
That is the little thing that the classes have at the overview at the start for the Puppeteer.
Rollback Post to RevisionRollBack
If your eyes tell you what your seeing how do you know there not lying?
I made an entire fleshed out homebrew class recently. It is called the Puppeteer.
Casually talking to her target, she commands her puppet with small hand gestures. Her puppet creeps up behind her unsuspecting victim, driving a poisoned needle into the base of their neck.
As a ballista fires at his ally, the half orc shouts out to his puppet. The large puppet dashes in front of his ally, taking the blow without flinching.
As the heated tension finally breaks loose, the human commands his puppet precisely. The puppet begins weaving an intricate dance, cleaving the limbs of its master's oppressors off with ease.
The elf talks to a sovereign, weaving ethereal strings around the sovereign with her words, before pulling the strings and taking control.
Puppeteers, whatever their goals, specialize in deceit, trickery and manipulation. Using powerful enchant spells, and their prized puppet, they know how to control any situation.
That is the little thing that the classes have at the overview at the start for the Puppeteer.
I may have made your wish a reality.
Rollback Post to RevisionRollBack
If your eyes tell you what your seeing how do you know there not lying?
I've had a long think about this, and I think there is room for more classes in the game. Even just looking at the Cleric, Druid, and Wizard spell classes, you can see how you might flesh out alternatives to them. Martial classes are more difficult because optimisation through multiclassing means you have to account for oh so much, but it's doable.
Our standard list is Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer, Warlock, and Wizard. These are all words we can imagine people might have used in the past to describe someone, so we should do something similar for any class we come up with. Swordmage, for instance, is a class name that is more a term we'd expect from a game than historical in terms of its origin, so we should avoid it. Knight-Errant, on the other hand, is a term we could expect to have been used in the past, and could easily fit in with Swordmage concepts because of their daring and adventurous nature making it more believable that in D&D they'd have access to magic.
Here are the class names and ideas I've been able to settle on, if you wanted abilities represented a fairly equal number of times across Unarmoured Defense and Spellcasting features: Martial (No Unarmoured Defence Feature): Engineer, Outcast (saboteur/rebel/bandit), Templar, and Warrior. Martial (Some Unarmoured Defence Feature): Acrobat (Str), Captain (leader of militia, Cha), Deadeye (Dex), and Psychic (Int). Half-Casters: Doctor (Int-Known), Magician (Cha-Known), Ninja (Wis-Prepared), and Sleuth (Int-Prepared). Known-Spell Casters: Apothecary (Wis), Delver (archaeologist/cave diver/dungeoneer, Int), Knight-Errant (Int), Philosopher (Wis), Trader (could include blacksmith, chef, etc, Wis), and Warden (overseer/protector/runepriest, Int). Prepared-Spell Casters: Herald (Cha), Mystic (Int), Oracle (Wis), Priest (shaman/summoner, Cha), Tactician (Int), and Witch (Cha).
Captain and Psychic could have a more unique Unarmoured Defence feature called Deterring Defence, in that they could still benefit from it even while armoured. Sleuth would have a fighting style while the other three half-casters would have an Unarmoured Defence feature matching their ability score for spellcasting. Ninja specifically would be like Captain and Psychic in having Deterring Defence.
I don't intend to fully flesh all of these out, but this would be the foundation I'd start from for a PHB2 or a PHB3.
You gain a pool of Luck Points to fuel powerful abilities. You regain all expended points on a long rest.
You also have a Luck Die (starts at d6, improves over time), used in various ways.
🎯 Level 1 Features
Lucky Breaks
You can spend 1 Luck Point to do one of the following:
Add your Luck Die to an attack roll, saving throw, or ability check.
Force an enemy to subtract your Luck Die from their roll.
Reroll any d20 you roll — but you must take the new result.
Fate Dice
You can roll your Luck Die in place of a damage die once per turn, and choose the better result.
🎴 Level 2 – Lucky Style
Choose your playstyle (like Fighting Style). Examples:
Trick Shooter: Gain +2 to ranged weapon damage rolls.
Risky Duelist: When you miss an attack, gain +1 AC until start of your next turn.
Fortune’s Grace: Once per round when you succeed a saving throw, heal for your Charisma modifier.
🎰 Level 3 – Gambler’s Path (Subclass)
Choose your luck-based archetype. Options include:
🃏 Path of the Cardsharp
Master of trickery and deception, uses magical cards and illusions.
🎲 Path of the High Roller
Gambles big for big rewards. Wild effects based on dice rolls.
🍀 Path of the Fated
Believes in destiny, uses divine-style blessings and curses.
(Subclass details follow below.)
🔂 Level 5 – Double Down
Once per turn, when you roll your Luck Die, you may roll it twice and choose which result to use — or spend an extra Luck Point to apply both.
🃏 Gambler’s Paths (Subclasses)
🎲 Path of the High Roller
“Live large, bet bigger.”
Level
Feature
3
Wild Surge Table (d6), Risk It All
6
Critical Gambit
10
Chaos Loaded
14
Legendary Jackpot
🎲 Wild Surge Table (roll d6 when you use Risk It All)
d6
Effect
1
You deal double damage, but take half as much back
2
Your target becomes stunned for 1 turn (CON save negates)
3
Your weapon explodes with radiant light – allies heal 1d6
4
Nothing happens – bad luck!
5
You teleport 15 ft in a random direction
6
You crit – auto hit and double dice
🎯 Risk It All (Level 3)
Spend 2 Luck Points to roll on the Wild Surge Table after an attack or ability check.
🃏 Path of the Cardsharp
“The deck’s stacked — I stacked it.”
Level
Feature
3
Magical Cards, Sleight of Spell
6
Illusionary Gambit
10
Shuffle Fate
14
Royal Flush (Ultimate Attack Combo)
🃏 Magical Cards
You can throw cards as ranged weapons (30/60 ft), dealing 1d6 + CHA mod damage (force or psychic). You can also inscribe spells into cards (like scrolls) and fling them once per long rest.
🎭 Sleight of Spell
You can cast minor illusion and disguise self without components.
🍀 Path of the Fated
“It’s not chance. It’s prophecy.”
Level
Feature
3
Fate Mark, Blessed by Fortune
6
Foretold Strike
10
Rewrite the Thread
14
Hand of Destiny
🔮 Fate Mark
Once per short rest, you can "mark" a creature. When you do:
You have advantage on attacks against them.
They have disadvantage on saves vs. your abilities.
Lasts 1 minute or until the creature dies.
🌟 Blessed by Fortune
When an ally within 30 ft fails a roll, spend 1 Luck Point to let them reroll.
🔝 Higher-Level Features (Highlights)
Level 7: Jack of All Rolls – Add half proficiency to all checks not already proficient in.
Level 10: Fortune Favors the Bold – Regain 1 Luck Point whenever you roll a natural 20.
Level 13: Loaded Dice – Once per long rest, choose the result of any one roll you or an enemy makes.
Level 17: Untouchable Luck – When you're reduced to 0 HP, spend 3 Luck Points to instead drop to 1 and become invisible until end of next turn.
Level 20: Avatar of Chance – Once per long rest, for 1 minute:
All d20 rolls you make have advantage
Enemies have disadvantage against you
You can roll 2 Luck Dice and pick the better result for every power
🎲 Sample Gambler Build (Level 5)
Race: Halfling (Lucky trait stacks!)
Subclass: Path of the High Roller
Stats: CHA 16, DEX 16
Luck Points: 7
Known Powers: Lucky Breaks, Double Down, Risk It All
Equipment: Card Deck (flavored weapon), Dagger, Loaded Dice Set
Would you like:
A PDF version of this full class?
A Luck Magic Item List?
More subclasses like Cursed Gambler, Trickster King, or Casino Knight?
Let me know how far you want to push fate. 🍀
You said:
More subclasses
ChatGPT said:
Let’s go all in. Here are three more subclasses for your Gambler class, each offering a different flavor of fate manipulation:
🧛 Path of the Cursed Gambler
“I’ve cheated death more times than I can count — but I always pay a price.”
A dark and dangerous path. You wield cursed luck, bending it at the cost of your own well-being.
🎭 Level 3 – Hexed Edge
When you deal damage with an attack or Force Power, you can choose to take 1d6 psychic damage to reroll any damage die once and keep the better result.
Also, you learn the Thaumaturgy and Hex spells, which count as Gambler powers and don’t require material components.
☠️ Level 6 – Twist the Knife
Once per turn, when a creature affected by a curse or Hex fails a saving throw, you may:
Deal extra damage equal to your Charisma modifier
Or regain 1 Luck Point
🕳 Level 10 – Dead Man’s Hand
You can mark a creature with your cursed fate once per long rest (bonus action). For 1 minute:
They take extra psychic damage equal to your Luck Die when you hit them.
If they reduce you to 0 HP during this time, you immediately stabilize at 1 HP instead.
💀 Level 14 – Fate Debt
When you fail a saving throw, you may choose to succeed instead and gain a Fate Debt. While you have a Fate Debt:
All your attack rolls have advantage.
At the end of combat, you take 4d10 necrotic damage unless you reduce the debt by sacrificing something meaningful (DM’s discretion).
🎩 Path of the Trickster King
“I’m not just lucky — I’m the master of misdirection.”
For gamblers who rely on sleight of hand, illusions, and masterful manipulation.
🎭 Level 3 – Fast Hands
Gain proficiency in Sleight of Hand. As a bonus action, you may use one of the following:
Conceal or plant a small object
Pick a pocket
Swap a held object for another
Fake a fumble and gain advantage on Deception checks
🧠 Level 6 – False Face
You can cast Disguise Self or Silent Image for free once per short rest. Also, gain expertise in one of: Deception, Performance, or Sleight of Hand.
🎭 Level 10 – Master of Illusion
As a reaction, when a creature targets you with an attack or spell, you can create an illusory double (1 Luck Point). The attack misses you automatically. Usable proficiency bonus times per long rest.
👑 Level 14 – Crown of Misdirection
You can spend 3 Luck Points to swap positions with another creature you can see within 60 ft, as a reaction or bonus action. If they fail a CHA save, they are also stunned until the end of their next turn.
♠️ Path of the Casino Knight
“I’m a one-man roulette table — and the house always wins.”
A showy, armored gambler who bets everything in the spotlight and turns every battle into a game.
🛡 Level 3 – Showtime Armor
Gain proficiency in medium armor. Once per turn, when you’re hit, you may roll your Luck Die. On a roll of 5 or 6 (or 7+ with d8+), you take no damage and deal it back to the attacker.
🎰 Level 6 – Wheel of Peril
As an action, you may roll a d6 on the Wheel of Peril:
d6
Effect
1
You gain disadvantage on all rolls next turn.
2
You and target creature swap AC for 1 round.
3
Allies in 10 ft gain +2 AC.
4
Enemies in 10 ft take your Luck Die as psychic damage.
5
Your next hit becomes a critical.
6
Take another full turn immediately after this one.
You can use this once per short rest.
⚔️ Level 10 – All-In
When you attack, you may declare All-In:
Spend half your current HP (rounded down).
Add double that amount to your next attack roll or damage.
If you hit, regain half of what you spent as temporary HP.
🎇 Level 14 – Final Jackpot
Once per long rest, when reduced to 0 HP, you may roll 5d6:
Heal HP equal to the total.
Enemies within 15 ft take force damage equal to the same total.
Stand back up immediately with temporary hit points equal to your Charisma modifier × Luck Die.
🧩 Summary of Subclasses So Far
Subclass
Theme
Cardsharp
Trick cards, illusions, sleight
High Roller
Wild magic & big random effects
Fated
Destiny & fate manipulation
Cursed Gambler
Risky curses & self-harm power
Trickster King
Illusions, misdirection
Casino Knight
Big flashy armor-luck tank
Would you like:
A seventh subclass? (Something like Arcade Brawler, Chrono Gambler, or Lucksmith)
A template to make your own subclasses?
A PDF rulebook with all Gambler content?
I can start building any of those next — just give the word. 🎰
You said:
6-20
ChatGPT said:
Here’s a full level 6–20 progression for the Gambler class, continuing from the 1–5 design earlier — including class features, Luck Point scaling, Luck Die upgrades, and new high-level abilities.
🎲 Gambler Class Progression: Levels 6–20
Level
Features
Luck Points
Luck Die
6
Subclass Feature, Jack of All Rolls
8
d8
7
Lucky Momentum
9
d8
8
Ability Score Improvement
10
d8
9
Gambler’s Insight
11
d10
10
Subclass Feature, Fortune Favors the Bold
12
d10
11
Loaded Dice
13
d10
12
Ability Score Improvement
14
d10
13
Evasive Luck
15
d10
14
Subclass Feature
16
d12
15
Ultimate Bluff
17
d12
16
Ability Score Improvement
18
d12
17
Untouchable Luck
19
d12
18
Subclass Feature
20
d12
19
Ability Score Improvement
20
d12
20
Avatar of Chance
20
d12
💫 Level 6: Jack of All Rolls
You gain half proficiency on all ability checks you aren’t proficient in. If you already have this (from subclass or race), gain Expertise in one Gambler class skill.
🌀 Level 7: Lucky Momentum
Once per round, when you roll your Luck Die and get its maximum value (e.g., a 6 on a d6, 8 on a d8), you regain 1 Luck Point.
🌟 Level 9: Gambler’s Insight
You gain advantage on one of the following (your choice at end of each long rest):
Insight checks
Initiative rolls
Saving throws against being charmed or frightened
🎯 Level 10: Fortune Favors the Bold
When you roll a natural 20 on a d20, regain 1 Luck Point and gain temporary HP equal to your Luck Die.
🎲 Level 11: Loaded Dice
Once per long rest, declare a d20 result before rolling. You or a creature you can see uses that roll instead of rolling normally.
💨 Level 13: Evasive Luck
When a creature hits you with an attack, you may spend 1 Luck Point as a reaction to force a reroll. They must use the new result.
🃏 Level 15: Ultimate Bluff
Once per long rest, when you fail an ability check, saving throw, or attack roll, you may automatically succeed instead — and no one can magically detect you cheated fate.
🧿 Level 17: Untouchable Luck
When you are reduced to 0 HP, you may spend 3 Luck Points to instead:
Drop to 1 HP
Become invisible until the start of your next turn
Gain advantage on all saving throws for 1 round
This ability recharges on a long rest.
💎 Level 20: Avatar of Chance
Once per long rest, for 1 minute you gain:
Advantage on all attack rolls, ability checks, and saving throws
Enemies have disadvantage on attack rolls against you
You may roll 2 Luck Dice for any effect and choose one — or spend an extra point to apply both
You also gain +2 to your Charisma (up to 22 max).
🔥 Optional Epic Boon (Post-20 or DM-Given)
🧬 Boon of Infinite Odds
Once per day, choose one d20 roll anywhere in the world (DM decides timing) and replace it with a natural 1 or 20 of your choice. Yes — you control destiny.
Would you like this full class compiled into a PDF or editable file, or shall we continue expanding things like:
Magic items
Luck-infused feats
Luck-themed spell list
Or even a campaign built around fate/games/chance?
Let me know where you want to take this wild ride next. 🎰
You said:
Luck-themed spell list
ChatGPT said:
Absolutely! Here's a fully custom Luck-Themed Spell List designed for your Gambler class or any other luck-based character. These spells are either new homebrew powers or reskinned standard 5e spells flavored around fortune, risk, and chaos.
🍀 Luck-Themed Spell List
Spells flavored around fate, fortune, probability, chaos, and trickery.
📌 Spellcasting Style:
If the Gambler uses these, treat them like “Luck Powers” that cost Luck Points instead of spell slots. Otherwise, they can be used for homebrew subclasses, Bards, Sorcerers, Warlocks, or Wild Magic-style casters.
🎲 Cantrips
Spell
Description
Gambler’s Flick(new)
Throw a spectral coin/card that deals 1d8 psychic or force damage. If you roll max damage, regain 1 Luck Point.
Prestidigitation
Minor flashy luck tricks — illusion of a winning hand, coin behind the ear, etc.
Thaumaturgy
Used to create lucky “omens” or dramatic effects.
Minor Illusion
Useful for bluffing, fake hazards, or phantom luck.
Cheater’s Hand(new)
Once per turn, reroll one die used for an ability check, but must keep the second result.
🎯 1st-Level Spells
Spell
Description
Lucky Shot(new)
As a bonus action, give yourself or an ally advantage on the next attack. If it misses, it still deals half damage.
Hex
Curse someone with bad luck — thematic for Cursed Gambler.
Tasha’s Hideous Laughter
Luck twists the mind; they fall from laughter.
Chaos Spark(new)
Deal 2d8 random damage (roll d8: 1=fire, 2=cold, etc.). On even roll, deal splash damage in 5 ft.
🎲 2nd-Level Spells
Spell
Description
Fortune’s Favor *(homebrew from Explorer’s Guide to Wildemount)
Reroll a d20 within the next minute — excellent Gambler fit.
Mirror Image
Trickery, deception — and the feeling of being untouchable.
Blur
Appear fuzzy to enemies — is it skill or luck?
Weighted Dice(new)
For 1 minute, when you roll a d20, you may add +2 to the result, once per round.
🎰 3rd-Level Spells
Spell
Description
Counterluck(new)
As a reaction, subtract 1d10 from an enemy’s attack or check. If this causes a miss or failure, you regain a Luck Point.
Enemies Abound
Twist their mind into seeing allies as threats. Fits chaotic fortune.
Bestow Curse
Strong curse with Gambler flavor — loss of rolls, disadvantage, etc.
Hypnotic Pattern
Flashing lights and suggestion — good for Trickster King subclass.
♠️ 4th-Level Spells
Spell
Description
Coin Flip(new)
Flip a spectral coin:
Heads: All allies in 30 ft gain +1d4 to next roll.
Tails: All enemies in 30 ft take 3d6 psychic damage and must make a WIS save or be disoriented (disadvantage on next attack).
Phantasmal Killer
Manifest their worst luck or fears.
Greater Invisibility
Turn invisible in a puff of winning cards and smoke.
Confusion
Total chaos — luck breaking down in combat.
🎴 5th-Level Spells
Spell
Description
Luckstorm(new)
30-ft-radius storm of glowing dice and cards. Each creature must make a DEX save or:
Roll a random d6 effect (like Wild Surge)
Damage, fear, healing, teleportation — chaos incarnate | | Modify Memory | “That wasn’t your card.” Rewrite what they think just happened. | | Mislead | Illusion and invisibility — classic conman magic. | | Dominate Person | Use charm and luck to make them obey. Feels like cheating fate. |
🃏 Sample New Gambler Spells (Homebrew Only)
🎲 Gambler’s Gambit (2nd level)
Casting Time: 1 bonus action Range: 60 feet Effect: Target must make a Charisma saving throw. On failure, they suffer one random effect:
Drop held item
Fall prone
Take 3d6 psychic damage
Become charmed
Teleport 10 ft in random direction
You steal 1 Luck Point from them (if applicable)
🍀 Divine Odds (4th level)
Casting Time: 1 action Effect: For the next minute, every d20 roll you or an ally within 30 feet makes rolls twice, and you choose which to use. Once used, the spell ends for that creature.
🃏 Luckjack (3rd level)
Reaction when a creature rolls a natural 20 or 1. Effect: You cancel the roll and take it for yourself — as if you had rolled it. Costs 3 Luck Points.
Gambler’s Flick (Cantrip, Evocation)
Casting Time: 1 action Range: 60 ft Components: V Duration: Instantaneous You conjure a spectral playing card or coin and hurl it at a creature. Make a ranged spell attack. On a hit, the target takes 1d8 psychic or force damage (your choice). If the damage die rolls max, you regain 1 Luck Point (if you have a Luck Pool).
At Higher Levels: The spell’s damage increases by 1d8 at 5th (2d8), 11th (3d8), and 17th level (4d8).
Cheater’s Hand (Cantrip, Enchantment)
Casting Time: 1 bonus action Range: Self Components: V, S Duration: Instantaneous You may reroll one ability check you just made. You must take the second result, even if it’s lower. You can’t use this again until the start of your next turn.
🎯 1st-Level Spells
Lucky Shot (1st-Level, Enchantment)
Casting Time: 1 bonus action Range: 60 ft Components: V Duration: Concentration, up to 1 minute Choose one creature (including yourself). That creature gains advantage on its next attack roll. If the attack misses, it still deals half damage.
Chaos Spark (1st-Level, Evocation)
Casting Time: 1 action Range: 30 ft Components: V, S Duration: Instantaneous You unleash chaotic energy at a target. Roll 1d8 to determine the damage type: 1 = Fire, 2 = Cold, 3 = Lightning, 4 = Thunder, 5 = Acid, 6 = Poison, 7 = Psychic, 8 = Radiant The target takes 2d8 of that damage type. On an even number, creatures within 5 ft of the target also take half that damage.
🃏 2nd-Level Spells
Weighted Dice (2nd-Level, Divination)
Casting Time: 1 bonus action Range: Self Components: V Duration: Concentration, up to 1 minute Once per turn for the duration, when you roll a d20 for an attack roll, ability check, or saving throw, you may add +2 to the result.
Gambler’s Gambit (2nd-Level, Enchantment)
Casting Time: 1 action Range: 60 ft Components: V, S Duration: Instantaneous Target one creature you can see. It must make a Charisma saving throw. On a failure, roll 1d6 to determine the effect:
Drop held item
Fall prone
Take 3d6 psychic damage
Become charmed until end of your next turn
Teleport 10 ft in a random direction
You regain 1 Luck Point
🎰 3rd-Level Spells
Counterluck (3rd-Level, Abjuration)
Casting Time: 1 reaction (when a creature makes an attack roll, check, or save) Range: 60 ft Components: V Duration: Instantaneous Subtract 1d10 from the triggering creature’s roll. If this causes the roll to fail (e.g., miss or fail save), regain 1 Luck Point.
Luckjack (3rd-Level, Enchantment)
Casting Time: 1 reaction Range: 120 ft Components: V, S Trigger: A creature rolls a natural 1 or 20 Effect: You may replace their roll with one of your own d20 rolls. You then take the result of the original roll for yourself. Costs 3 Luck Points if using the Gambler class.
♠️ 4th-Level Spells
Coin Flip (4th-Level, Enchantment)
Casting Time: 1 action Range: 30 ft radius centered on you Components: V, S Duration: Instantaneous You flip an illusory coin that explodes with fate magic. Roll 1d2:
Heads (1): All allies in range gain +1d4 to their next d20 roll.
Tails (2): All enemies in range take 3d6 psychic damage and must succeed a Wisdom saving throw or have disadvantage on their next attack.
Divine Odds (4th-Level, Divination)
Casting Time: 1 action Range: 30 ft Duration: Concentration, up to 1 minute For the duration, you or one ally of your choice may roll two d20s on each attack, save, or check and choose the higher. Once a creature benefits from this effect, the spell ends for that creature only.
🎇 5th-Level Spells
Luckstorm (5th-Level, Evocation/Chaos)
Casting Time: 1 action Range: 60 ft (30-ft-radius zone) Duration: Concentration, up to 1 minute Glowing dice and spectral cards rain in a chaotic storm. At the start of each creature’s turn in the area, they roll 1d6:
You gain a pool of Luck Points to fuel powerful abilities. You regain all expended points on a long rest.
You also have a Luck Die (starts at d6, improves over time), used in various ways.
🎯 Level 1 Features
Lucky Breaks
You can spend 1 Luck Point to do one of the following:
Add your Luck Die to an attack roll, saving throw, or ability check.
Force an enemy to subtract your Luck Die from their roll.
Reroll any d20 you roll — but you must take the new result.
Fate Dice
You can roll your Luck Die in place of a damage die once per turn, and choose the better result.
🎴 Level 2 – Lucky Style
Choose your playstyle (like Fighting Style). Examples:
Trick Shooter: Gain +2 to ranged weapon damage rolls.
Risky Duelist: When you miss an attack, gain +1 AC until start of your next turn.
Fortune’s Grace: Once per round when you succeed a saving throw, heal for your Charisma modifier.
🎰 Level 3 – Gambler’s Path (Subclass)
Choose your luck-based archetype. Options include:
🃏 Path of the Cardsharp
Master of trickery and deception, uses magical cards and illusions.
🎲 Path of the High Roller
Gambles big for big rewards. Wild effects based on dice rolls.
🍀 Path of the Fated
Believes in destiny, uses divine-style blessings and curses.
(Subclass details follow below.)
🔂 Level 5 – Double Down
Once per turn, when you roll your Luck Die, you may roll it twice and choose which result to use — or spend an extra Luck Point to apply both.
🃏 Gambler’s Paths (Subclasses)
🎲 Path of the High Roller
“Live large, bet bigger.”
Level
Feature
3
Wild Surge Table (d6), Risk It All
6
Critical Gambit
10
Chaos Loaded
14
Legendary Jackpot
🎲 Wild Surge Table (roll d6 when you use Risk It All)
d6
Effect
1
You deal double damage, but take half as much back
2
Your target becomes stunned for 1 turn (CON save negates)
3
Your weapon explodes with radiant light – allies heal 1d6
4
Nothing happens – bad luck!
5
You teleport 15 ft in a random direction
6
You crit – auto hit and double dice
🎯 Risk It All (Level 3)
Spend 2 Luck Points to roll on the Wild Surge Table after an attack or ability check.
🃏 Path of the Cardsharp
“The deck’s stacked — I stacked it.”
Level
Feature
3
Magical Cards, Sleight of Spell
6
Illusionary Gambit
10
Shuffle Fate
14
Royal Flush (Ultimate Attack Combo)
🃏 Magical Cards
You can throw cards as ranged weapons (30/60 ft), dealing 1d6 + CHA mod damage (force or psychic). You can also inscribe spells into cards (like scrolls) and fling them once per long rest.
🎭 Sleight of Spell
You can cast minor illusion and disguise self without components.
🍀 Path of the Fated
“It’s not chance. It’s prophecy.”
Level
Feature
3
Fate Mark, Blessed by Fortune
6
Foretold Strike
10
Rewrite the Thread
14
Hand of Destiny
🔮 Fate Mark
Once per short rest, you can "mark" a creature. When you do:
You have advantage on attacks against them.
They have disadvantage on saves vs. your abilities.
Lasts 1 minute or until the creature dies.
🌟 Blessed by Fortune
When an ally within 30 ft fails a roll, spend 1 Luck Point to let them reroll.
🔝 Higher-Level Features (Highlights)
Level 7: Jack of All Rolls – Add half proficiency to all checks not already proficient in.
Level 10: Fortune Favors the Bold – Regain 1 Luck Point whenever you roll a natural 20.
Level 13: Loaded Dice – Once per long rest, choose the result of any one roll you or an enemy makes.
Level 17: Untouchable Luck – When you're reduced to 0 HP, spend 3 Luck Points to instead drop to 1 and become invisible until end of next turn.
Level 20: Avatar of Chance – Once per long rest, for 1 minute:
All d20 rolls you make have advantage
Enemies have disadvantage against you
You can roll 2 Luck Dice and pick the better result for every power
🎲 Sample Gambler Build (Level 5)
Race: Halfling (Lucky trait stacks!)
Subclass: Path of the High Roller
Stats: CHA 16, DEX 16
Luck Points: 7
Known Powers: Lucky Breaks, Double Down, Risk It All
Equipment: Card Deck (flavored weapon), Dagger, Loaded Dice Set
Would you like:
A PDF version of this full class?
A Luck Magic Item List?
More subclasses like Cursed Gambler, Trickster King, or Casino Knight?
Let me know how far you want to push fate. 🍀
You said:
More subclasses
ChatGPT said:
Let’s go all in. Here are three more subclasses for your Gambler class, each offering a different flavor of fate manipulation:
🧛 Path of the Cursed Gambler
“I’ve cheated death more times than I can count — but I always pay a price.”
A dark and dangerous path. You wield cursed luck, bending it at the cost of your own well-being.
🎭 Level 3 – Hexed Edge
When you deal damage with an attack or Force Power, you can choose to take 1d6 psychic damage to reroll any damage die once and keep the better result.
Also, you learn the Thaumaturgy and Hex spells, which count as Gambler powers and don’t require material components.
☠️ Level 6 – Twist the Knife
Once per turn, when a creature affected by a curse or Hex fails a saving throw, you may:
Deal extra damage equal to your Charisma modifier
Or regain 1 Luck Point
🕳 Level 10 – Dead Man’s Hand
You can mark a creature with your cursed fate once per long rest (bonus action). For 1 minute:
They take extra psychic damage equal to your Luck Die when you hit them.
If they reduce you to 0 HP during this time, you immediately stabilize at 1 HP instead.
💀 Level 14 – Fate Debt
When you fail a saving throw, you may choose to succeed instead and gain a Fate Debt. While you have a Fate Debt:
All your attack rolls have advantage.
At the end of combat, you take 4d10 necrotic damage unless you reduce the debt by sacrificing something meaningful (DM’s discretion).
🎩 Path of the Trickster King
“I’m not just lucky — I’m the master of misdirection.”
For gamblers who rely on sleight of hand, illusions, and masterful manipulation.
🎭 Level 3 – Fast Hands
Gain proficiency in Sleight of Hand. As a bonus action, you may use one of the following:
Conceal or plant a small object
Pick a pocket
Swap a held object for another
Fake a fumble and gain advantage on Deception checks
🧠 Level 6 – False Face
You can cast Disguise Self or Silent Image for free once per short rest. Also, gain expertise in one of: Deception, Performance, or Sleight of Hand.
🎭 Level 10 – Master of Illusion
As a reaction, when a creature targets you with an attack or spell, you can create an illusory double (1 Luck Point). The attack misses you automatically. Usable proficiency bonus times per long rest.
👑 Level 14 – Crown of Misdirection
You can spend 3 Luck Points to swap positions with another creature you can see within 60 ft, as a reaction or bonus action. If they fail a CHA save, they are also stunned until the end of their next turn.
♠️ Path of the Casino Knight
“I’m a one-man roulette table — and the house always wins.”
A showy, armored gambler who bets everything in the spotlight and turns every battle into a game.
🛡 Level 3 – Showtime Armor
Gain proficiency in medium armor. Once per turn, when you’re hit, you may roll your Luck Die. On a roll of 5 or 6 (or 7+ with d8+), you take no damage and deal it back to the attacker.
🎰 Level 6 – Wheel of Peril
As an action, you may roll a d6 on the Wheel of Peril:
d6
Effect
1
You gain disadvantage on all rolls next turn.
2
You and target creature swap AC for 1 round.
3
Allies in 10 ft gain +2 AC.
4
Enemies in 10 ft take your Luck Die as psychic damage.
5
Your next hit becomes a critical.
6
Take another full turn immediately after this one.
You can use this once per short rest.
⚔️ Level 10 – All-In
When you attack, you may declare All-In:
Spend half your current HP (rounded down).
Add double that amount to your next attack roll or damage.
If you hit, regain half of what you spent as temporary HP.
🎇 Level 14 – Final Jackpot
Once per long rest, when reduced to 0 HP, you may roll 5d6:
Heal HP equal to the total.
Enemies within 15 ft take force damage equal to the same total.
Stand back up immediately with temporary hit points equal to your Charisma modifier × Luck Die.
🧩 Summary of Subclasses So Far
Subclass
Theme
Cardsharp
Trick cards, illusions, sleight
High Roller
Wild magic & big random effects
Fated
Destiny & fate manipulation
Cursed Gambler
Risky curses & self-harm power
Trickster King
Illusions, misdirection
Casino Knight
Big flashy armor-luck tank
Would you like:
A seventh subclass? (Something like Arcade Brawler, Chrono Gambler, or Lucksmith)
A template to make your own subclasses?
A PDF rulebook with all Gambler content?
I can start building any of those next — just give the word. 🎰
You said:
6-20
ChatGPT said:
Here’s a full level 6–20 progression for the Gambler class, continuing from the 1–5 design earlier — including class features, Luck Point scaling, Luck Die upgrades, and new high-level abilities.
🎲 Gambler Class Progression: Levels 6–20
Level
Features
Luck Points
Luck Die
6
Subclass Feature, Jack of All Rolls
8
d8
7
Lucky Momentum
9
d8
8
Ability Score Improvement
10
d8
9
Gambler’s Insight
11
d10
10
Subclass Feature, Fortune Favors the Bold
12
d10
11
Loaded Dice
13
d10
12
Ability Score Improvement
14
d10
13
Evasive Luck
15
d10
14
Subclass Feature
16
d12
15
Ultimate Bluff
17
d12
16
Ability Score Improvement
18
d12
17
Untouchable Luck
19
d12
18
Subclass Feature
20
d12
19
Ability Score Improvement
20
d12
20
Avatar of Chance
20
d12
💫 Level 6: Jack of All Rolls
You gain half proficiency on all ability checks you aren’t proficient in. If you already have this (from subclass or race), gain Expertise in one Gambler class skill.
🌀 Level 7: Lucky Momentum
Once per round, when you roll your Luck Die and get its maximum value (e.g., a 6 on a d6, 8 on a d8), you regain 1 Luck Point.
🌟 Level 9: Gambler’s Insight
You gain advantage on one of the following (your choice at end of each long rest):
Insight checks
Initiative rolls
Saving throws against being charmed or frightened
🎯 Level 10: Fortune Favors the Bold
When you roll a natural 20 on a d20, regain 1 Luck Point and gain temporary HP equal to your Luck Die.
🎲 Level 11: Loaded Dice
Once per long rest, declare a d20 result before rolling. You or a creature you can see uses that roll instead of rolling normally.
💨 Level 13: Evasive Luck
When a creature hits you with an attack, you may spend 1 Luck Point as a reaction to force a reroll. They must use the new result.
🃏 Level 15: Ultimate Bluff
Once per long rest, when you fail an ability check, saving throw, or attack roll, you may automatically succeed instead — and no one can magically detect you cheated fate.
🧿 Level 17: Untouchable Luck
When you are reduced to 0 HP, you may spend 3 Luck Points to instead:
Drop to 1 HP
Become invisible until the start of your next turn
Gain advantage on all saving throws for 1 round
This ability recharges on a long rest.
💎 Level 20: Avatar of Chance
Once per long rest, for 1 minute you gain:
Advantage on all attack rolls, ability checks, and saving throws
Enemies have disadvantage on attack rolls against you
You may roll 2 Luck Dice for any effect and choose one — or spend an extra point to apply both
You also gain +2 to your Charisma (up to 22 max).
🔥 Optional Epic Boon (Post-20 or DM-Given)
🧬 Boon of Infinite Odds
Once per day, choose one d20 roll anywhere in the world (DM decides timing) and replace it with a natural 1 or 20 of your choice. Yes — you control destiny.
Would you like this full class compiled into a PDF or editable file, or shall we continue expanding things like:
Magic items
Luck-infused feats
Luck-themed spell list
Or even a campaign built around fate/games/chance?
Let me know where you want to take this wild ride next. 🎰
You said:
Luck-themed spell list
ChatGPT said:
Absolutely! Here's a fully custom Luck-Themed Spell List designed for your Gambler class or any other luck-based character. These spells are either new homebrew powers or reskinned standard 5e spells flavored around fortune, risk, and chaos.
🍀 Luck-Themed Spell List
Spells flavored around fate, fortune, probability, chaos, and trickery.
📌 Spellcasting Style:
If the Gambler uses these, treat them like “Luck Powers” that cost Luck Points instead of spell slots. Otherwise, they can be used for homebrew subclasses, Bards, Sorcerers, Warlocks, or Wild Magic-style casters.
🎲 Cantrips
Spell
Description
Gambler’s Flick(new)
Throw a spectral coin/card that deals 1d8 psychic or force damage. If you roll max damage, regain 1 Luck Point.
Prestidigitation
Minor flashy luck tricks — illusion of a winning hand, coin behind the ear, etc.
Thaumaturgy
Used to create lucky “omens” or dramatic effects.
Minor Illusion
Useful for bluffing, fake hazards, or phantom luck.
Cheater’s Hand(new)
Once per turn, reroll one die used for an ability check, but must keep the second result.
🎯 1st-Level Spells
Spell
Description
Lucky Shot(new)
As a bonus action, give yourself or an ally advantage on the next attack. If it misses, it still deals half damage.
Hex
Curse someone with bad luck — thematic for Cursed Gambler.
Tasha’s Hideous Laughter
Luck twists the mind; they fall from laughter.
Chaos Spark(new)
Deal 2d8 random damage (roll d8: 1=fire, 2=cold, etc.). On even roll, deal splash damage in 5 ft.
🎲 2nd-Level Spells
Spell
Description
Fortune’s Favor *(homebrew from Explorer’s Guide to Wildemount)
Reroll a d20 within the next minute — excellent Gambler fit.
Mirror Image
Trickery, deception — and the feeling of being untouchable.
Blur
Appear fuzzy to enemies — is it skill or luck?
Weighted Dice(new)
For 1 minute, when you roll a d20, you may add +2 to the result, once per round.
🎰 3rd-Level Spells
Spell
Description
Counterluck(new)
As a reaction, subtract 1d10 from an enemy’s attack or check. If this causes a miss or failure, you regain a Luck Point.
Enemies Abound
Twist their mind into seeing allies as threats. Fits chaotic fortune.
Bestow Curse
Strong curse with Gambler flavor — loss of rolls, disadvantage, etc.
Hypnotic Pattern
Flashing lights and suggestion — good for Trickster King subclass.
♠️ 4th-Level Spells
Spell
Description
Coin Flip(new)
Flip a spectral coin:
Heads: All allies in 30 ft gain +1d4 to next roll.
Tails: All enemies in 30 ft take 3d6 psychic damage and must make a WIS save or be disoriented (disadvantage on next attack).
Phantasmal Killer
Manifest their worst luck or fears.
Greater Invisibility
Turn invisible in a puff of winning cards and smoke.
Confusion
Total chaos — luck breaking down in combat.
🎴 5th-Level Spells
Spell
Description
Luckstorm(new)
30-ft-radius storm of glowing dice and cards. Each creature must make a DEX save or:
Roll a random d6 effect (like Wild Surge)
Damage, fear, healing, teleportation — chaos incarnate | | Modify Memory | “That wasn’t your card.” Rewrite what they think just happened. | | Mislead | Illusion and invisibility — classic conman magic. | | Dominate Person | Use charm and luck to make them obey. Feels like cheating fate. |
🃏 Sample New Gambler Spells (Homebrew Only)
🎲 Gambler’s Gambit (2nd level)
Casting Time: 1 bonus action Range: 60 feet Effect: Target must make a Charisma saving throw. On failure, they suffer one random effect:
Drop held item
Fall prone
Take 3d6 psychic damage
Become charmed
Teleport 10 ft in random direction
You steal 1 Luck Point from them (if applicable)
🍀 Divine Odds (4th level)
Casting Time: 1 action Effect: For the next minute, every d20 roll you or an ally within 30 feet makes rolls twice, and you choose which to use. Once used, the spell ends for that creature.
🃏 Luckjack (3rd level)
Reaction when a creature rolls a natural 20 or 1. Effect: You cancel the roll and take it for yourself — as if you had rolled it. Costs 3 Luck Points.
Gambler’s Flick (Cantrip, Evocation)
Casting Time: 1 action Range: 60 ft Components: V Duration: Instantaneous You conjure a spectral playing card or coin and hurl it at a creature. Make a ranged spell attack. On a hit, the target takes 1d8 psychic or force damage (your choice). If the damage die rolls max, you regain 1 Luck Point (if you have a Luck Pool).
At Higher Levels: The spell’s damage increases by 1d8 at 5th (2d8), 11th (3d8), and 17th level (4d8).
Cheater’s Hand (Cantrip, Enchantment)
Casting Time: 1 bonus action Range: Self Components: V, S Duration: Instantaneous You may reroll one ability check you just made. You must take the second result, even if it’s lower. You can’t use this again until the start of your next turn.
🎯 1st-Level Spells
Lucky Shot (1st-Level, Enchantment)
Casting Time: 1 bonus action Range: 60 ft Components: V Duration: Concentration, up to 1 minute Choose one creature (including yourself). That creature gains advantage on its next attack roll. If the attack misses, it still deals half damage.
Chaos Spark (1st-Level, Evocation)
Casting Time: 1 action Range: 30 ft Components: V, S Duration: Instantaneous You unleash chaotic energy at a target. Roll 1d8 to determine the damage type: 1 = Fire, 2 = Cold, 3 = Lightning, 4 = Thunder, 5 = Acid, 6 = Poison, 7 = Psychic, 8 = Radiant The target takes 2d8 of that damage type. On an even number, creatures within 5 ft of the target also take half that damage.
🃏 2nd-Level Spells
Weighted Dice (2nd-Level, Divination)
Casting Time: 1 bonus action Range: Self Components: V Duration: Concentration, up to 1 minute Once per turn for the duration, when you roll a d20 for an attack roll, ability check, or saving throw, you may add +2 to the result.
Gambler’s Gambit (2nd-Level, Enchantment)
Casting Time: 1 action Range: 60 ft Components: V, S Duration: Instantaneous Target one creature you can see. It must make a Charisma saving throw. On a failure, roll 1d6 to determine the effect:
Drop held item
Fall prone
Take 3d6 psychic damage
Become charmed until end of your next turn
Teleport 10 ft in a random direction
You regain 1 Luck Point
🎰 3rd-Level Spells
Counterluck (3rd-Level, Abjuration)
Casting Time: 1 reaction (when a creature makes an attack roll, check, or save) Range: 60 ft Components: V Duration: Instantaneous Subtract 1d10 from the triggering creature’s roll. If this causes the roll to fail (e.g., miss or fail save), regain 1 Luck Point.
Luckjack (3rd-Level, Enchantment)
Casting Time: 1 reaction Range: 120 ft Components: V, S Trigger: A creature rolls a natural 1 or 20 Effect: You may replace their roll with one of your own d20 rolls. You then take the result of the original roll for yourself. Costs 3 Luck Points if using the Gambler class.
♠️ 4th-Level Spells
Coin Flip (4th-Level, Enchantment)
Casting Time: 1 action Range: 30 ft radius centered on you Components: V, S Duration: Instantaneous You flip an illusory coin that explodes with fate magic. Roll 1d2:
Heads (1): All allies in range gain +1d4 to their next d20 roll.
Tails (2): All enemies in range take 3d6 psychic damage and must succeed a Wisdom saving throw or have disadvantage on their next attack.
Divine Odds (4th-Level, Divination)
Casting Time: 1 action Range: 30 ft Duration: Concentration, up to 1 minute For the duration, you or one ally of your choice may roll two d20s on each attack, save, or check and choose the higher. Once a creature benefits from this effect, the spell ends for that creature only.
🎇 5th-Level Spells
Luckstorm (5th-Level, Evocation/Chaos)
Casting Time: 1 action Range: 60 ft (30-ft-radius zone) Duration: Concentration, up to 1 minute Glowing dice and spectral cards rain in a chaotic storm. At the start of each creature’s turn in the area, they roll 1d6:
Take 4d6 psychic damage
Become frightened (Wis save negates)
Heal 4d6 HP
Teleport to random unoccupied spot in radius
Roll with disadvantage next turn
Gain +1d10 on next attack/save/check
Is this AI? Did you make the class ideas or did you just give chatGPT the name?
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hoiyah
A true archer class. With high focus on ranged weapons including guns if allowed. Not natured flavored like the ranger, and not fighter based. Light armor, and ways to GTFO
sub classes would focus on elemental, shadow, holy, or shadow flavors of spells and abilities.
ki point system is cool and something like that for the archer to add more damage or move.
not fleshed out but it’s been rattling around in the nogen for some time.
I didn’t see what you did there.
You could use Gunslinger from critical role for guns.
Food, Scifi/fantasy, anime, DND 5E and OSR geek.
Or the gunslinger from Iron Kingdoms: Requiem.
Archer? Better to reuse the "scout" class.
Got a dumb, really funny glass cannon for you. Put a wizards mind on steroids and give them 5 spell slots automatically for each level spell when they get to it. Give them a d1 hit dice, and make it so anytime they touch heavy or medium armor, they die. Then, give them only melee cantrips but they do 4x damage, and let them cast 2 cantrips per turn at first level, gradually scaling up. No subclasses, would definitely play them in a 1 shot.
The dragonfire adept from 3.5 "Dragon Magic" worked as a glass cannon, or a glass lance. And this could have got subclasses about the different types of dragons.
"Hawthorn" (the specie of wood used for stakes against vamires) would be the vampire-hunter.
Krsnik can be a spellcaster vampire-hunter.
Zmajevit could be a class about draconic traits.
Here's an idea for a class, a demigod that has to be a subclass. The way it works is you are open to many not overpowered demigod options that you can be and as you level, what ever god you are will slowly get stronger. For example: I chose to be a demigod of living organisms like being able to mind control them for a short time, or bring them back to life, so some good classes to compliment this power would be either a cleric or a druid because of their roles,this just makes them stronger in their roles as a healer for cleric and a druid for animal handling.
This is a subclass so it itself doesn't have any primary ability scores and would take the primary ability scores from whatever main class they are, along with all other proficiencies and bonuses. Considering you are a form of God, paladins and clerics would gain a boost in one of their primary ability scores by a number decided by a 1D4.
We have: Expert vs Weapon vs Magic and Primal vs Divine vs Arcane
Bard = Arcane Expert
Monk = Divine Expert
Ranger = Primal Expert
Paladin = Divine Weapon
Barbarian = Primal Weapon
Warlock = Arcane Weapon
Cleric = Divine Magic
Druid = Primal magic
Wizard and Sorcerer = arcane magic
This leaves Rogue which is an Expert (no p/d/a), Fighter which is Weapon (no p/d/a), and Artificer which is a Magic (no p/d/a)
There are of subclasses that add in other stuff, such as a touch of arcane or divine. But those are the general categories.
The only way to really change this would be to add in either something that is not an expert/Weapon/Magic focused or a new class of Primal/Divine/Arcane. The most common thing that people try to add is Psionic, which is really just Arcane with different flavoring. Basically it drops the VSM and focuses on the claivoyance, telepathy, telekineses, pyrokenesis, charm and illusions. Effectively dropping conjuration, transmutations and necromancy.
Given that we'll never get the Mystic or a true Psionics class, I went ahead and made one with 6 Subclasses and 23 talents to choose from. None of the "disciplines" nonsense, no PF2e "imma just take ALL the options!" Kineticist silliness, Just a solid class with functional subclasses:
The Psion:
https://homebrewery.naturalcrit.com/share/3JjPrHpcJEkq
Let me know if it's useful for ya.
a proper commander, tactic and strategist would be great. build in battlemaster and hunter into the main class and maybe have a few aritficer features. also add things to gain intel and use it + bonuses to the party. of it course it would be a martial, either non-caster or 1/3th caster with the ranger, paladin and artificer unique spells.
Not a new class, but a new (Primal Order) option for an existing class. I’d really like to see the Warden Druid which appeared in one of the UAs. It’s a druid who gets proficiency in martial weapons.
Started playing AD&D in the late 70s and stopped in the mid-80s. Started immersing myself into 5e in 2023
I want to play a puppet master type class and I also like the idea of a TRUE swordmage class.
Lots of potential Classes that could be added but too many can become unwieldy. As such, the expansion of options is normally through the subclasses. However, the Artificer Class is notable by its absence, currently. I’d like to see the Necromancer added as a subclass also.
on the topic of sword-mage reading this i came up with this simple idea which i dont feel would be very busted
Arcane half caster
Spellcasting charisma
Can cast regularly
Has some sort of expendable point to put a spell on the weapon
On a hit with the (enchanted) weapon they may expend a spellslot to cast the spell on the weapon
They must roll again to see if the spell hits as well if it does it then the effect or damge of the spell stacks on with the damage of the initial attack
Spell list would include a lot of movement spells and and simple damaging spells with a lack of spells that target multiple creatures
I made an entire fleshed out homebrew class recently. It is called the Puppeteer.
Casually talking to her target, she commands her puppet with small hand gestures. Her puppet creeps up behind her unsuspecting victim, driving a poisoned needle into the base of their neck.
As a ballista fires at his ally, the half orc shouts out to his puppet. The large puppet dashes in front of his ally, taking the blow without flinching.
As the heated tension finally breaks loose, the human commands his puppet precisely. The puppet begins weaving an intricate dance, cleaving the limbs of its master's oppressors off with ease.
The elf talks to a sovereign, weaving ethereal strings around the sovereign with her words, before pulling the strings and taking control.
Puppeteers, whatever their goals, specialize in deceit, trickery and manipulation. Using powerful enchant spells, and their prized puppet, they know how to control any situation.
That is the little thing that the classes have at the overview at the start for the Puppeteer.
If your eyes tell you what your seeing how do you know there not lying?
I may have made your wish a reality.
If your eyes tell you what your seeing how do you know there not lying?
I've had a long think about this, and I think there is room for more classes in the game. Even just looking at the Cleric, Druid, and Wizard spell classes, you can see how you might flesh out alternatives to them. Martial classes are more difficult because optimisation through multiclassing means you have to account for oh so much, but it's doable.
Our standard list is Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer, Warlock, and Wizard. These are all words we can imagine people might have used in the past to describe someone, so we should do something similar for any class we come up with. Swordmage, for instance, is a class name that is more a term we'd expect from a game than historical in terms of its origin, so we should avoid it. Knight-Errant, on the other hand, is a term we could expect to have been used in the past, and could easily fit in with Swordmage concepts because of their daring and adventurous nature making it more believable that in D&D they'd have access to magic.
Here are the class names and ideas I've been able to settle on, if you wanted abilities represented a fairly equal number of times across Unarmoured Defense and Spellcasting features:
Martial (No Unarmoured Defence Feature): Engineer, Outcast (saboteur/rebel/bandit), Templar, and Warrior.
Martial (Some Unarmoured Defence Feature): Acrobat (Str), Captain (leader of militia, Cha), Deadeye (Dex), and Psychic (Int).
Half-Casters: Doctor (Int-Known), Magician (Cha-Known), Ninja (Wis-Prepared), and Sleuth (Int-Prepared).
Known-Spell Casters: Apothecary (Wis), Delver (archaeologist/cave diver/dungeoneer, Int), Knight-Errant (Int), Philosopher (Wis), Trader (could include blacksmith, chef, etc, Wis), and Warden (overseer/protector/runepriest, Int).
Prepared-Spell Casters: Herald (Cha), Mystic (Int), Oracle (Wis), Priest (shaman/summoner, Cha), Tactician (Int), and Witch (Cha).
Captain and Psychic could have a more unique Unarmoured Defence feature called Deterring Defence, in that they could still benefit from it even while armoured. Sleuth would have a fighting style while the other three half-casters would have an Unarmoured Defence feature matching their ability score for spellcasting. Ninja specifically would be like Captain and Psychic in having Deterring Defence.
I don't intend to fully flesh all of these out, but this would be the foundation I'd start from for a PHB2 or a PHB3.
🎲 The Gambler
A risk-taker who manipulates chance, dances with destiny, and turns the tide of fate.
🔹 Class Overview
🎲 Class Features (Levels 1–5)
Level
Features
Luck Points
Luck Die
1
Lucky Breaks, Fate Dice
3
d6
2
Lucky Style
4
d6
3
Gambler’s Path
5
d6
4
Ability Score Improvement
6
d6
5
Double Down (Extra Feature)
7
d8
💠 Core Mechanic: Luck Points
You gain a pool of Luck Points to fuel powerful abilities. You regain all expended points on a long rest.
You also have a Luck Die (starts at d6, improves over time), used in various ways.
🎯 Level 1 Features
Lucky Breaks
You can spend 1 Luck Point to do one of the following:
Fate Dice
You can roll your Luck Die in place of a damage die once per turn, and choose the better result.
🎴 Level 2 – Lucky Style
Choose your playstyle (like Fighting Style). Examples:
🎰 Level 3 – Gambler’s Path (Subclass)
Choose your luck-based archetype. Options include:
🃏 Path of the Cardsharp
Master of trickery and deception, uses magical cards and illusions.
🎲 Path of the High Roller
Gambles big for big rewards. Wild effects based on dice rolls.
🍀 Path of the Fated
Believes in destiny, uses divine-style blessings and curses.
(Subclass details follow below.)
🔂 Level 5 – Double Down
Once per turn, when you roll your Luck Die, you may roll it twice and choose which result to use — or spend an extra Luck Point to apply both.
🃏 Gambler’s Paths (Subclasses)
🎲 Path of the High Roller
“Live large, bet bigger.”
Level
Feature
3
Wild Surge Table (d6), Risk It All
6
Critical Gambit
10
Chaos Loaded
14
Legendary Jackpot
🎲 Wild Surge Table (roll d6 when you use Risk It All)
d6
Effect
1
You deal double damage, but take half as much back
2
Your target becomes stunned for 1 turn (CON save negates)
3
Your weapon explodes with radiant light – allies heal 1d6
4
Nothing happens – bad luck!
5
You teleport 15 ft in a random direction
6
You crit – auto hit and double dice
🎯 Risk It All (Level 3)
Spend 2 Luck Points to roll on the Wild Surge Table after an attack or ability check.
🃏 Path of the Cardsharp
“The deck’s stacked — I stacked it.”
Level
Feature
3
Magical Cards, Sleight of Spell
6
Illusionary Gambit
10
Shuffle Fate
14
Royal Flush (Ultimate Attack Combo)
🃏 Magical Cards
You can throw cards as ranged weapons (30/60 ft), dealing 1d6 + CHA mod damage (force or psychic). You can also inscribe spells into cards (like scrolls) and fling them once per long rest.
🎭 Sleight of Spell
You can cast minor illusion and disguise self without components.
🍀 Path of the Fated
“It’s not chance. It’s prophecy.”
Level
Feature
3
Fate Mark, Blessed by Fortune
6
Foretold Strike
10
Rewrite the Thread
14
Hand of Destiny
🔮 Fate Mark
Once per short rest, you can "mark" a creature. When you do:
🌟 Blessed by Fortune
When an ally within 30 ft fails a roll, spend 1 Luck Point to let them reroll.
🔝 Higher-Level Features (Highlights)
Level 7: Jack of All Rolls – Add half proficiency to all checks not already proficient in.
Level 10: Fortune Favors the Bold – Regain 1 Luck Point whenever you roll a natural 20.
Level 13: Loaded Dice – Once per long rest, choose the result of any one roll you or an enemy makes.
Level 17: Untouchable Luck – When you're reduced to 0 HP, spend 3 Luck Points to instead drop to 1 and become invisible until end of next turn.
Level 20: Avatar of Chance – Once per long rest, for 1 minute:
🎲 Sample Gambler Build (Level 5)
Would you like:
Let me know how far you want to push fate. 🍀
You said:
More subclasses
ChatGPT said:
Let’s go all in. Here are three more subclasses for your Gambler class, each offering a different flavor of fate manipulation:
🧛 Path of the Cursed Gambler
“I’ve cheated death more times than I can count — but I always pay a price.”
A dark and dangerous path. You wield cursed luck, bending it at the cost of your own well-being.
🎭 Level 3 – Hexed Edge
When you deal damage with an attack or Force Power, you can choose to take 1d6 psychic damage to reroll any damage die once and keep the better result.
Also, you learn the Thaumaturgy and Hex spells, which count as Gambler powers and don’t require material components.
☠️ Level 6 – Twist the Knife
Once per turn, when a creature affected by a curse or Hex fails a saving throw, you may:
🕳 Level 10 – Dead Man’s Hand
You can mark a creature with your cursed fate once per long rest (bonus action). For 1 minute:
💀 Level 14 – Fate Debt
When you fail a saving throw, you may choose to succeed instead and gain a Fate Debt. While you have a Fate Debt:
🎩 Path of the Trickster King
“I’m not just lucky — I’m the master of misdirection.”
For gamblers who rely on sleight of hand, illusions, and masterful manipulation.
🎭 Level 3 – Fast Hands
Gain proficiency in Sleight of Hand. As a bonus action, you may use one of the following:
🧠 Level 6 – False Face
You can cast Disguise Self or Silent Image for free once per short rest. Also, gain expertise in one of: Deception, Performance, or Sleight of Hand.
🎭 Level 10 – Master of Illusion
As a reaction, when a creature targets you with an attack or spell, you can create an illusory double (1 Luck Point). The attack misses you automatically. Usable proficiency bonus times per long rest.
👑 Level 14 – Crown of Misdirection
You can spend 3 Luck Points to swap positions with another creature you can see within 60 ft, as a reaction or bonus action. If they fail a CHA save, they are also stunned until the end of their next turn.
♠️ Path of the Casino Knight
“I’m a one-man roulette table — and the house always wins.”
A showy, armored gambler who bets everything in the spotlight and turns every battle into a game.
🛡 Level 3 – Showtime Armor
Gain proficiency in medium armor. Once per turn, when you’re hit, you may roll your Luck Die. On a roll of 5 or 6 (or 7+ with d8+), you take no damage and deal it back to the attacker.
🎰 Level 6 – Wheel of Peril
As an action, you may roll a d6 on the Wheel of Peril:
d6
Effect
1
You gain disadvantage on all rolls next turn.
2
You and target creature swap AC for 1 round.
3
Allies in 10 ft gain +2 AC.
4
Enemies in 10 ft take your Luck Die as psychic damage.
5
Your next hit becomes a critical.
6
Take another full turn immediately after this one.
You can use this once per short rest.
⚔️ Level 10 – All-In
When you attack, you may declare All-In:
🎇 Level 14 – Final Jackpot
Once per long rest, when reduced to 0 HP, you may roll 5d6:
🧩 Summary of Subclasses So Far
Subclass
Theme
Cardsharp
Trick cards, illusions, sleight
High Roller
Wild magic & big random effects
Fated
Destiny & fate manipulation
Cursed Gambler
Risky curses & self-harm power
Trickster King
Illusions, misdirection
Casino Knight
Big flashy armor-luck tank
Would you like:
I can start building any of those next — just give the word. 🎰
You said:
6-20
ChatGPT said:
Here’s a full level 6–20 progression for the Gambler class, continuing from the 1–5 design earlier — including class features, Luck Point scaling, Luck Die upgrades, and new high-level abilities.
🎲 Gambler Class Progression: Levels 6–20
Level
Features
Luck Points
Luck Die
6
Subclass Feature, Jack of All Rolls
8
d8
7
Lucky Momentum
9
d8
8
Ability Score Improvement
10
d8
9
Gambler’s Insight
11
d10
10
Subclass Feature, Fortune Favors the Bold
12
d10
11
Loaded Dice
13
d10
12
Ability Score Improvement
14
d10
13
Evasive Luck
15
d10
14
Subclass Feature
16
d12
15
Ultimate Bluff
17
d12
16
Ability Score Improvement
18
d12
17
Untouchable Luck
19
d12
18
Subclass Feature
20
d12
19
Ability Score Improvement
20
d12
20
Avatar of Chance
20
d12
💫 Level 6: Jack of All Rolls
You gain half proficiency on all ability checks you aren’t proficient in.
If you already have this (from subclass or race), gain Expertise in one Gambler class skill.
🌀 Level 7: Lucky Momentum
Once per round, when you roll your Luck Die and get its maximum value (e.g., a 6 on a d6, 8 on a d8), you regain 1 Luck Point.
🌟 Level 9: Gambler’s Insight
You gain advantage on one of the following (your choice at end of each long rest):
🎯 Level 10: Fortune Favors the Bold
When you roll a natural 20 on a d20, regain 1 Luck Point and gain temporary HP equal to your Luck Die.
🎲 Level 11: Loaded Dice
Once per long rest, declare a d20 result before rolling. You or a creature you can see uses that roll instead of rolling normally.
💨 Level 13: Evasive Luck
When a creature hits you with an attack, you may spend 1 Luck Point as a reaction to force a reroll. They must use the new result.
🃏 Level 15: Ultimate Bluff
Once per long rest, when you fail an ability check, saving throw, or attack roll, you may automatically succeed instead — and no one can magically detect you cheated fate.
🧿 Level 17: Untouchable Luck
When you are reduced to 0 HP, you may spend 3 Luck Points to instead:
This ability recharges on a long rest.
💎 Level 20: Avatar of Chance
Once per long rest, for 1 minute you gain:
You also gain +2 to your Charisma (up to 22 max).
🔥 Optional Epic Boon (Post-20 or DM-Given)
🧬 Boon of Infinite Odds
Once per day, choose one d20 roll anywhere in the world (DM decides timing) and replace it with a natural 1 or 20 of your choice. Yes — you control destiny.
Would you like this full class compiled into a PDF or editable file, or shall we continue expanding things like:
Let me know where you want to take this wild ride next. 🎰
You said:
Luck-themed spell list
ChatGPT said:
Absolutely! Here's a fully custom Luck-Themed Spell List designed for your Gambler class or any other luck-based character. These spells are either new homebrew powers or reskinned standard 5e spells flavored around fortune, risk, and chaos.
🍀 Luck-Themed Spell List
Spells flavored around fate, fortune, probability, chaos, and trickery.
📌 Spellcasting Style:
If the Gambler uses these, treat them like “Luck Powers” that cost Luck Points instead of spell slots. Otherwise, they can be used for homebrew subclasses, Bards, Sorcerers, Warlocks, or Wild Magic-style casters.
🎲 Cantrips
Spell
Description
Gambler’s Flick(new)
Throw a spectral coin/card that deals 1d8 psychic or force damage. If you roll max damage, regain 1 Luck Point.
Prestidigitation
Minor flashy luck tricks — illusion of a winning hand, coin behind the ear, etc.
Thaumaturgy
Used to create lucky “omens” or dramatic effects.
Minor Illusion
Useful for bluffing, fake hazards, or phantom luck.
Cheater’s Hand(new)
Once per turn, reroll one die used for an ability check, but must keep the second result.
🎯 1st-Level Spells
Spell
Description
Lucky Shot (new)
As a bonus action, give yourself or an ally advantage on the next attack. If it misses, it still deals half damage.
Hex
Curse someone with bad luck — thematic for Cursed Gambler.
Tasha’s Hideous Laughter
Luck twists the mind; they fall from laughter.
Chaos Spark (new)
Deal 2d8 random damage (roll d8: 1=fire, 2=cold, etc.). On even roll, deal splash damage in 5 ft.
🎲 2nd-Level Spells
Spell
Description
Fortune’s Favor *(homebrew from Explorer’s Guide to Wildemount)
Reroll a d20 within the next minute — excellent Gambler fit.
Mirror Image
Trickery, deception — and the feeling of being untouchable.
Blur
Appear fuzzy to enemies — is it skill or luck?
Weighted Dice (new)
For 1 minute, when you roll a d20, you may add +2 to the result, once per round.
🎰 3rd-Level Spells
Spell
Description
Counterluck(new)
As a reaction, subtract 1d10 from an enemy’s attack or check. If this causes a miss or failure, you regain a Luck Point.
Enemies Abound
Twist their mind into seeing allies as threats. Fits chaotic fortune.
Bestow Curse
Strong curse with Gambler flavor — loss of rolls, disadvantage, etc.
Hypnotic Pattern
Flashing lights and suggestion — good for Trickster King subclass.
♠️ 4th-Level Spells
Spell
Description
Coin Flip (new)
Flip a spectral coin:
Heads: All allies in 30 ft gain +1d4 to next roll.
Tails: All enemies in 30 ft take 3d6 psychic damage and must make a WIS save or be disoriented (disadvantage on next attack).
Phantasmal Killer
Manifest their worst luck or fears.
Greater Invisibility
Turn invisible in a puff of winning cards and smoke.
Confusion
Total chaos — luck breaking down in combat.
🎴 5th-Level Spells
Spell
Description
Luckstorm (new)
30-ft-radius storm of glowing dice and cards. Each creature must make a DEX save or:
| Modify Memory | “That wasn’t your card.” Rewrite what they think just happened. |
| Mislead | Illusion and invisibility — classic conman magic. |
| Dominate Person | Use charm and luck to make them obey. Feels like cheating fate. |
🃏 Sample New Gambler Spells (Homebrew Only)
🎲 Gambler’s Gambit (2nd level)
Casting Time: 1 bonus action
Range: 60 feet
Effect: Target must make a Charisma saving throw. On failure, they suffer one random effect:
🍀 Divine Odds (4th level)
Casting Time: 1 action
Effect: For the next minute, every d20 roll you or an ally within 30 feet makes rolls twice, and you choose which to use.
Once used, the spell ends for that creature.
🃏 Luckjack (3rd level)
Reaction when a creature rolls a natural 20 or 1.
Effect: You cancel the roll and take it for yourself — as if you had rolled it.
Costs 3 Luck Points.
Gambler’s Flick (Cantrip, Evocation)
Casting Time: 1 action
Range: 60 ft
Components: V
Duration: Instantaneous
You conjure a spectral playing card or coin and hurl it at a creature. Make a ranged spell attack. On a hit, the target takes 1d8 psychic or force damage (your choice).
If the damage die rolls max, you regain 1 Luck Point (if you have a Luck Pool).
At Higher Levels:
The spell’s damage increases by 1d8 at 5th (2d8), 11th (3d8), and 17th level (4d8).
Cheater’s Hand (Cantrip, Enchantment)
Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: Instantaneous
You may reroll one ability check you just made. You must take the second result, even if it’s lower. You can’t use this again until the start of your next turn.
🎯 1st-Level Spells
Lucky Shot (1st-Level, Enchantment)
Casting Time: 1 bonus action
Range: 60 ft
Components: V
Duration: Concentration, up to 1 minute
Choose one creature (including yourself). That creature gains advantage on its next attack roll.
If the attack misses, it still deals half damage.
Chaos Spark (1st-Level, Evocation)
Casting Time: 1 action
Range: 30 ft
Components: V, S
Duration: Instantaneous
You unleash chaotic energy at a target. Roll 1d8 to determine the damage type:
1 = Fire, 2 = Cold, 3 = Lightning, 4 = Thunder, 5 = Acid, 6 = Poison, 7 = Psychic, 8 = Radiant
The target takes 2d8 of that damage type. On an even number, creatures within 5 ft of the target also take half that damage.
🃏 2nd-Level Spells
Weighted Dice (2nd-Level, Divination)
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 minute
Once per turn for the duration, when you roll a d20 for an attack roll, ability check, or saving throw, you may add +2 to the result.
Gambler’s Gambit (2nd-Level, Enchantment)
Casting Time: 1 action
Range: 60 ft
Components: V, S
Duration: Instantaneous
Target one creature you can see. It must make a Charisma saving throw. On a failure, roll 1d6 to determine the effect:
🎰 3rd-Level Spells
Counterluck (3rd-Level, Abjuration)
Casting Time: 1 reaction (when a creature makes an attack roll, check, or save)
Range: 60 ft
Components: V
Duration: Instantaneous
Subtract 1d10 from the triggering creature’s roll.
If this causes the roll to fail (e.g., miss or fail save), regain 1 Luck Point.
Luckjack (3rd-Level, Enchantment)
Casting Time: 1 reaction
Range: 120 ft
Components: V, S
Trigger: A creature rolls a natural 1 or 20
Effect: You may replace their roll with one of your own d20 rolls. You then take the result of the original roll for yourself.
Costs 3 Luck Points if using the Gambler class.
♠️ 4th-Level Spells
Coin Flip (4th-Level, Enchantment)
Casting Time: 1 action
Range: 30 ft radius centered on you
Components: V, S
Duration: Instantaneous
You flip an illusory coin that explodes with fate magic. Roll 1d2:
Divine Odds (4th-Level, Divination)
Casting Time: 1 action
Range: 30 ft
Duration: Concentration, up to 1 minute
For the duration, you or one ally of your choice may roll two d20s on each attack, save, or check and choose the higher. Once a creature benefits from this effect, the spell ends for that creature only.
🎇 5th-Level Spells
Luckstorm (5th-Level, Evocation/Chaos)
Casting Time: 1 action
Range: 60 ft (30-ft-radius zone)
Duration: Concentration, up to 1 minute
Glowing dice and spectral cards rain in a chaotic storm. At the start of each creature’s turn in the area, they roll 1d6:
Is this AI? Did you make the class ideas or did you just give chatGPT the name?