So I started creating this as a meme (some friends started a super goofy campaing, so i started this), and now I actually like it so I would like some feedback.
Class: The Gambler
Primary Ability: Dexterity and Wisdom
Recommended Secondary Ability: Constitution and Charisma
Weapon Proficiency: All Light Weapons, All Firearms, Whips, Rapiers.
Armour Proficiency: Light Armour and Any Leather Armour.
Starting Equipment: Any Light Armour or Studded Leather, A whip OR a Rapier OR Any Light weapon, 6 Daggers, 1 Pistol, 1 Revolver, 30 Light Ammunition, 2 Different Gaming Sets, 6 Gaming Dice, Entertainer’s Pack OR Diplomat's Pack and 3 GP
OR
200 GP.
Spell Slots Per Level
Level
Proficiency Bonus
Class Features
Rattling Die
Prepared Spells
Cantrips
1
2
3
4
5
1
+2
Spell Casting, Weapons Mastery, Double Or Nothing, Rattling Die
1d4
2
2
2
-
-
-
-
2
+2
Fighting Style,
1d4
3
2
2
-
-
-
-
3
+2
--
1d4
4
2
3
-
-
-
-
4
+2
Ability Score Improvement
1d6
5
2
3
-
-
-
-
5
+3
Extra Attack, High Roller
1d6
6
3
4
2
-
-
-
6
+3
Aura of Luck
1d6
6
3
4
2
-
-
-
7
+3
Snake Eyes Beats All
1d6
7
3
4
3
-
-
-
8
+3
Ability Score Improvement
1d6
7
3
4
3
-
-
-
9
+4
Strange Presence
1d8
9
3
4
3
2
-
-
10
+4
Aura of Risk, Extra Attack
1d8
9
3
4
3
2
-
-
11
+4
Lucky Strikes
1d8
10
3
4
3
3
-
-
12
+4
Ability Score Improvement
1d8
10
3
4
3
3
-
-
13
+5
--
1d10
11
3
4
3
3
1
-
14
+5
Friends Close and Enemies Closer
1d10
11
3
4
3
3
1
-
15
+5
--
1d10
12
3
4
3
3
2
-
16
+5
Ability Score Improvement
1d10
12
3
4
3
3
2
-
17
+6
--
1d10
14
3
4
3
3
3
1
18
+6
Aura Expansion
1d12
14
3
4
3
3
3
1
19
+6
Heart of the Cards
1d12
15
3
4
3
3
3
2
20
+6
Lucky Break
2d12
15
3
4
3
3
3
2
Spell Casting
Your experience at the tables have given you the chance to win not just money, but power. You can cast spells.
Spell Slots
The Class Features Table shows how many spell slots you have to cast your level 1 and higher spells. You regain all expended spell slots when you finish a long rest or short rest.
Prepared Spells of Level 1 and Higher
You prepare the list of Level 1 and higher spells that are available for you to cast with this feature.To start, choose two level 1 spells.
The number of spells on your list increases as you gain Gambler levels, as shown in the Prepared Spells column of the gambler table. Whenever the number increases, choose additional Gambler spells until the number of spells on your list matches the number in the Gambler Features table. The chosen spell must be of a level for which you have spell slots. For example, if you’re a level 5 Gambler, your list of prepared spells can include six Gambler spells of level 1 or 2 in any combination.
If another feature gives you spells that you have always prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Gambler spells for you.
Changing Your Prepared Spells
Whenever you finish a long or short rest, you can replace one spell on your list with another Gambler spell for which you have slots. You must play at least one game of dice to change spells on a short rest. This is not required for a long rest.
Spellcasting ability
Wisdom OR Charisma is your spellcasting ability (your choice) for your Gambler Spells. Choose when you choose this class.
Spellcasting Focus
You use any item or game piece, such as a card, a pair of dice, or a chess piece, for your Gambler spells.
Weapons Mastery
Your job requires you to have a knowledge of weapons to survive. You can use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Pistols and Rapiers.
Double Or Nothing
You’ve learned that if you don’t take risks, you don’t get rewards.
When you make an ability check or attack role, you can add your proficiency bonus to the role. You must decide to do so before the result of the ability check or attack roll is decided, but you can do so after the roll.
If you fail the ability check or attack roll after using this trait, you take 1d12 Force damage that cannot be reduced in any way, as a divine force enforces its displeasure.
The damage taken from a failure increases to 3d12 at 5th level, to 6d12 at 10ths level, and to 10d12 at 15th level.
Rattling Die
Life and death are two sides of the same coin, and your senses have adapted to the danger of your occupation.
When you would fail a saving throw, or an attack would hit you, you can use this trait as a Reaction. Roll the dice listed on the Gambler Features table that is available at your level. Subtract the number rolled from the attack total that was made against you, or add the number rolled to your saving throw total, potentially causing the attack to miss or you to succeed the saving throw.
You can use this trait a number of times equal to your proficiency bonus, and you can only use this trait to affect an attack roll or saving throw once. (E.g, you can’t use Rattling Die on the same saving throw twice). This trait regains its uses on a short or long rest.
Fighting Style
When you earn this trait, select from the options of fighting styles below. You can’t take a fighting style more than once, even if you get to select from this list. You can change fighting styles after a long rest.
Quick Draw
When a creature makes a ranged attack against you that you can see, you can spend a reaction to make a ranged attack against the attacking creature. You resolve the effects of your attack before the initiating attack.
Dueling
When you are wielding a melee weapon in one hand, and no other melee weapons, you gain a +2 bonus to damage rolls with that weapon. You still gain this benefit if you have a firearm in your other hand.
Cover Fire
When you make a ranged attack against a creature, you can use a bonus action to shout a command to a nearby non-hostile creature. That creature can then use a reaction to move up to their speed without provoking opportunity attacks.
Extra Attack
At the beginning of Level 5, you can attack twice, instead of once, whenever you take the attack action on your turn.
The number of attacks increases to three at 10th level.
High Roller
When a creature within 10 feet of you that you can see fails on an ability check or saving throw, you can spend 1 use of Rattling Die on the creature as a reaction. If the use of Rattling Die would cause the result to go over 20, then treat the original roll as if it was a natural 20 on the die.
Aura of Luck
Your unusual luck manifests itself, causing impossible odds to become plausible in your presence.
You and all non-hostile creatures within 10 feet of you gain a bonus to all dice rolls equal to your proficiency bonus.
Snake Eyes Beats All
When you make an attack roll, and the total fails to beat the target's AC or the number rolled is a natural 1, roll a 1d4. On a 1, treat the attack roll as successful.
Strange Presence
Your reputation has inspired curiosity in the unlikliest places.
An otherworldly patron takes a personal interest in you. When you gain this trait, your patron imparts its blessing upon you, allowing you to choose one of the options below.. Furthermore, when you cast Contact Other Plane or similar magic, you can choose to attempt to speak to your patron. You have advantage on saving throws and ability checks related to speaking to your patron using magic.
Safety
When you fail Double or Nothing, you can reduce the damage taken by your 3d8 + your proficiency bonus. This trait can be used an amount of times equal to your proficiency bonus per long rest.
Teamwork
When an creature friendly to you makes an attack, you can use your reaction to make an attack against the same target. The ally can then make the their attack with advantage, or add 3d10 extra damage to their attack.
Care
When you end your turn your with your current hitpoints equal to or less than alf of your hit point maximum, you regain health equal to 1d10 + your spellcasting modifier + your proficiency bonus. You can do this a number of times equal to your proficiency bonus.
Small and Big/Blinds (I haven't decided the name)
When you make an attack against a creature , you can choose to reduce the damage of the attack by 1d4. On your next turn, when you make an attack, the attack does an extra 1d10 damage.
Aura of Risk
Life is a constant battle, and you can't win without risks.
When a creature within 10 feet of you makes an attack roll, incuding you, you can choose to roll 1d10, and subtract it from the attack roll.
If the attack roll is successful, then roll 3d10 and add it to the damage roll of the attack.
If the attack fails, then the target of the attack gets advantage on attack rolls until the start of their next turn.
Lucky Strike
Your luck causes attacks to strike where they hurt the most.
When you make an attack roll or damage roll, flip a coin.
If Tails, the target takes an extra 1d10 of the weapon's damage type, and they take 1d4 Force damage each time they take further damage until the start of your next turn.
If Heads, the target can only take an action or a reaction, not both, and their speed is reduced by 15 feet.
You can use Lucky Strike an amount of times equal to your proficiency bonus. Alternatively, you can expend a use of Rattling Dice to use Lucky Strike.
Friends Close and Enemies Closer.
When you start your turn with a friendly creature within 20 feet of you, and a hostile creature within 10 feet of you, you and all allies within 20 feet of you gain a bonus to AC and attack rolls equal to your proficiency bonus.
Aura Expansion
The range of Aura of Luck and Aura of Risk increases from 10 feet to 15 feet.
Heart of The Cards
When you land an attack using Lucky Strike, roll 1d6. On a roll of 5 or 6, treat the attack as a critical hit. Furthermore, you can spend a bonus action to bolster an ally within one of your Auras, allowing them the use of Lucky Strike.
Lucky Break
Your luck bends the laws of reality, changing what is possible.
When you are targeted by an attack, you can role 1d6.
On a 1, the attack has advantage, and one creature of the attacker's choice gains advantage on their next attack,
On a 2, the attack has disadvantage, and one creature of your choice has advantage on their next attack.
On a 3, you gain a +3 bonus to AC and resistance to non-magical damage as your patron covers you in translucent, spectral hands to prevent harm. This lasts until the start of your next turn.
On a 4, the attacker has advantage and a +3 bonus, and their attack deals 5d10 extra damage.
On a 5, when you make an attack, you take 4d6+6 Force damage, but the attack does an extra 4d6 Force damage as your patron feeds your life energy into the attack, strengthening it.
On a 6, you and the target both take 5d10 Psychic Damage, and fate twists upon the attacker. If the attacker roled bellow a 10 or lower, then they add a +10 bonus to the roll. On a roll of 11 or higher, they take a -10 penalty roll. The target also scores a critical hit on a natural 1 instead of a natural 20. This lasts for 3 rounds.
When damage reduces you to 0 hit points, you can use a reaction to roll 1d6. On 5 or 6, you fall to 1 hit point instead.
You have uses of Rattling Die now equal double your proficiency bonus.
Gambler Spell List:
Cantrips
Dancing Lights
Eldritch Blast
Encode Thoughts
Vicious Mockery
Prestidigitation
1st Level
Cure Wounds
Distort Value
Hellish Rebuke
Hunter’s Mark
2nd Level
Alter Self
Arcane Lock
Misty Step
Moonbeam
3rd Level
Blink
Counterspell
Haste
Hypnotic Pattern
4th Level
Vampiric touch
Dimension Door
Fire Shield
Legend Lore
5th Level
Modify Memory
Passwall
Wall of Force
Teleportation Circle
Contact Other Plane
First change:
Changed Lucky Break to have more risky and more rewarding results.
Changed a spell
Changed the effects of lucky strike
Added Big and Small/Blinds (havent decided on names) to strange prescence.
It is incredibly OP for a RAW 5e game but if you are playing a goofy game where everyone is playing HB stuff it is probably fine. There are quite a few gambling subclasses out there for Rogue and Bard that are probably better balanced than this so you might want to look at one of those instead.
Notes:
Lucky Break is a net-negative so I doubt anyone would use it except in dire circumstances.
Lucky Strike both outcomes seem very similar to each other so I don't know the point of the flip?
Aura of Risk is almost always a negative since Aura of Luck adds your proficiency bonus (+4) to the damage roll, so you are losing -4 damage and -5.5 to the attack roll for the chance to add 5.5 damage to the damage.
Strange Presence - Teamwork or Care are pretty obviously better than the other two options.
Snake Eyes - doesn't really make sense, if your attack roll matches the enemy's AC you hit them successfully already.
High Roller - nat 20s on saves / checks RAW don't do anything special so not sure what you're intention is here.
Double or Nothing is another feature that just seems bad overall, at low levels failure would kill you, at high levels you are probably never going to miss anyway because you have a +Proficiency(Aura)+2(Friends/Enemies)+STR/DEX+Proficiency as your attack bonus before considering magic items.
None of the spells have anything to do with luck / gambling (except Blink), so I don't really understand what they are adding to the class.
Aura of Risk is almost always a negative since Aura of Luck adds your proficiency bonus (+4) to the damage roll, so you are losing -4 damage and -5.5 to the attack roll for the chance to add 5.5 damage to the damage.
I assumed this was more for using on enemies attacking you than using on yourself.
I agree that this might be easier to balance if you distilled your favorite parts down into a bard or rogue subclass - or both, for a magic-focused gambler and a weapon-focused gambler.
It is incredibly OP for a RAW 5e game but if you are playing a goofy game where everyone is playing HB stuff it is probably fine. There are quite a few gambling subclasses out there for Rogue and Bard that are probably better balanced than this so you might want to look at one of those instead.
Notes:
Lucky Break is a net-negative so I doubt anyone would use it except in dire circumstances.
Lucky Strike both outcomes seem very similar to each other so I don't know the point of the flip?
Aura of Risk is almost always a negative since Aura of Luck adds your proficiency bonus (+4) to the damage roll, so you are losing -4 damage and -5.5 to the attack roll for the chance to add 5.5 damage to the damage.
Strange Presence - Teamwork or Care are pretty obviously better than the other two options.
Snake Eyes - doesn't really make sense, if your attack roll matches the enemy's AC you hit them successfully already.
High Roller - nat 20s on saves / checks RAW don't do anything special so not sure what you're intention is here.
Double or Nothing is another feature that just seems bad overall, at low levels failure would kill you, at high levels you are probably never going to miss anyway because you have a +Proficiency(Aura)+2(Friends/Enemies)+STR/DEX+Proficiency as your attack bonus before considering magic items.
None of the spells have anything to do with luck / gambling (except Blink), so I don't really understand what they are adding to the class.
I forgot about the Snake eyes, sorry. Snake eyes was added cause my friends ALL play a rule where if the enemy is higher level (Theyre like level 5 and the DM is throwing dinosaurs at them already) then if you match AC you fail. This was added to counterbalance, and honestly Im still working. Thank you for noting this.
For Aura of Risk, it's DESIGNED to be risky. Also, it was desgined to affect enemies more than allies, but I left it without specifying because it CAN affect and ally or an enemy, but it is intended for an enemy.
High Roller was intended for attacks, but I decided to keep it as saves and throws, though I will change it porbably.
Doube Or Nothing was intended to prevent higher dmage enemies (Again, my friends fought an allesauraus at level 5.) from killing the others instantly. I'll probably make it that you can take no damage from a success.
The spells were chosen because they fit a theme.e.g a gambler would insult a losing player when gambling, or they would be stealing from "marks" (targets).
it's a very fun idea! Might it be an idea to, instead of a new class, make it a rogue subclass? Rogues often dabble in gambling.
It was intended as a Paladin subclass actually, however I changed it to a full class. I was tempted to, but I didn't really know how to originally, but I thinki have an idea now. Thank you for the suggestion!
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So I started creating this as a meme (some friends started a super goofy campaing, so i started this), and now I actually like it so I would like some feedback.
Class: The Gambler
Primary Ability: Dexterity and Wisdom
Recommended Secondary Ability: Constitution and Charisma
Hit Die: 1d10 Per Gambler level.
Skill Proficiency: Choose 2. Intimidation, Sleight-Of-Hand, Insight, Perception, Deception, Performance.
Weapon Proficiency: All Light Weapons, All Firearms, Whips, Rapiers.
Armour Proficiency: Light Armour and Any Leather Armour.
Starting Equipment: Any Light Armour or Studded Leather, A whip OR a Rapier OR Any Light weapon, 6 Daggers, 1 Pistol, 1 Revolver, 30 Light Ammunition, 2 Different Gaming Sets, 6 Gaming Dice, Entertainer’s Pack OR Diplomat's Pack and 3 GP
OR
200 GP.
Spell Slots Per Level
Level
Proficiency Bonus
Class Features
Rattling Die
Prepared Spells
Cantrips
1
2
3
4
5
1
+2
Spell Casting, Weapons Mastery, Double Or Nothing, Rattling Die
1d4
2
2
2
-
-
-
-
2
+2
Fighting Style,
1d4
3
2
2
-
-
-
-
3
+2
--
1d4
4
2
3
-
-
-
-
4
+2
Ability Score Improvement
1d6
5
2
3
-
-
-
-
5
+3
Extra Attack, High Roller
1d6
6
3
4
2
-
-
-
6
+3
Aura of Luck
1d6
6
3
4
2
-
-
-
7
+3
Snake Eyes Beats All
1d6
7
3
4
3
-
-
-
8
+3
Ability Score Improvement
1d6
7
3
4
3
-
-
-
9
+4
Strange Presence
1d8
9
3
4
3
2
-
-
10
+4
Aura of Risk, Extra Attack
1d8
9
3
4
3
2
-
-
11
+4
Lucky Strikes
1d8
10
3
4
3
3
-
-
12
+4
Ability Score Improvement
1d8
10
3
4
3
3
-
-
13
+5
--
1d10
11
3
4
3
3
1
-
14
+5
Friends Close and Enemies Closer
1d10
11
3
4
3
3
1
-
15
+5
--
1d10
12
3
4
3
3
2
-
16
+5
Ability Score Improvement
1d10
12
3
4
3
3
2
-
17
+6
--
1d10
14
3
4
3
3
3
1
18
+6
Aura Expansion
1d12
14
3
4
3
3
3
1
19
+6
Heart of the Cards
1d12
15
3
4
3
3
3
2
20
+6
Lucky Break
2d12
15
3
4
3
3
3
2
Spell Casting
Your experience at the tables have given you the chance to win not just money, but power. You can cast spells.
Spell Slots
The Class Features Table shows how many spell slots you have to cast your level 1 and higher spells. You regain all expended spell slots when you finish a long rest or short rest.
Prepared Spells of Level 1 and Higher
You prepare the list of Level 1 and higher spells that are available for you to cast with this feature.To start, choose two level 1 spells.
The number of spells on your list increases as you gain Gambler levels, as shown in the Prepared Spells column of the gambler table. Whenever the number increases, choose additional Gambler spells until the number of spells on your list matches the number in the Gambler Features table. The chosen spell must be of a level for which you have spell slots. For example, if you’re a level 5 Gambler, your list of prepared spells can include six Gambler spells of level 1 or 2 in any combination.
If another feature gives you spells that you have always prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Gambler spells for you.
Changing Your Prepared Spells
Whenever you finish a long or short rest, you can replace one spell on your list with another Gambler spell for which you have slots. You must play at least one game of dice to change spells on a short rest. This is not required for a long rest.
Spellcasting ability
Wisdom OR Charisma is your spellcasting ability (your choice) for your Gambler Spells. Choose when you choose this class.
Spellcasting Focus
You use any item or game piece, such as a card, a pair of dice, or a chess piece, for your Gambler spells.
Weapons Mastery
Your job requires you to have a knowledge of weapons to survive. You can use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Pistols and Rapiers.
Double Or Nothing
You’ve learned that if you don’t take risks, you don’t get rewards.
When you make an ability check or attack role, you can add your proficiency bonus to the role. You must decide to do so before the result of the ability check or attack roll is decided, but you can do so after the roll.
If you fail the ability check or attack roll after using this trait, you take 1d12 Force damage that cannot be reduced in any way, as a divine force enforces its displeasure.
The damage taken from a failure increases to 3d12 at 5th level, to 6d12 at 10ths level, and to 10d12 at 15th level.
Rattling Die
Life and death are two sides of the same coin, and your senses have adapted to the danger of your occupation.
When you would fail a saving throw, or an attack would hit you, you can use this trait as a Reaction. Roll the dice listed on the Gambler Features table that is available at your level. Subtract the number rolled from the attack total that was made against you, or add the number rolled to your saving throw total, potentially causing the attack to miss or you to succeed the saving throw.
You can use this trait a number of times equal to your proficiency bonus, and you can only use this trait to affect an attack roll or saving throw once. (E.g, you can’t use Rattling Die on the same saving throw twice). This trait regains its uses on a short or long rest.
Fighting Style
When you earn this trait, select from the options of fighting styles below. You can’t take a fighting style more than once, even if you get to select from this list. You can change fighting styles after a long rest.
Quick Draw
When a creature makes a ranged attack against you that you can see, you can spend a reaction to make a ranged attack against the attacking creature. You resolve the effects of your attack before the initiating attack.
Dueling
When you are wielding a melee weapon in one hand, and no other melee weapons, you gain a +2 bonus to damage rolls with that weapon. You still gain this benefit if you have a firearm in your other hand.
Cover Fire
When you make a ranged attack against a creature, you can use a bonus action to shout a command to a nearby non-hostile creature. That creature can then use a reaction to move up to their speed without provoking opportunity attacks.
Extra Attack
At the beginning of Level 5, you can attack twice, instead of once, whenever you take the attack action on your turn.
The number of attacks increases to three at 10th level.
High Roller
When a creature within 10 feet of you that you can see fails on an ability check or saving throw, you can spend 1 use of Rattling Die on the creature as a reaction. If the use of Rattling Die would cause the result to go over 20, then treat the original roll as if it was a natural 20 on the die.
Aura of Luck
Your unusual luck manifests itself, causing impossible odds to become plausible in your presence.
You and all non-hostile creatures within 10 feet of you gain a bonus to all dice rolls equal to your proficiency bonus.
Snake Eyes Beats All
When you make an attack roll, and the total fails to beat the target's AC or the number rolled is a natural 1, roll a 1d4. On a 1, treat the attack roll as successful.
Strange Presence
Your reputation has inspired curiosity in the unlikliest places.
An otherworldly patron takes a personal interest in you. When you gain this trait, your patron imparts its blessing upon you, allowing you to choose one of the options below.. Furthermore, when you cast Contact Other Plane or similar magic, you can choose to attempt to speak to your patron. You have advantage on saving throws and ability checks related to speaking to your patron using magic.
Safety
When you fail Double or Nothing, you can reduce the damage taken by your 3d8 + your proficiency bonus. This trait can be used an amount of times equal to your proficiency bonus per long rest.
Teamwork
When an creature friendly to you makes an attack, you can use your reaction to make an attack against the same target. The ally can then make the their attack with advantage, or add 3d10 extra damage to their attack.
Care
When you end your turn your with your current hitpoints equal to or less than alf of your hit point maximum, you regain health equal to 1d10 + your spellcasting modifier + your proficiency bonus. You can do this a number of times equal to your proficiency bonus.
Small and Big/Blinds (I haven't decided the name)
When you make an attack against a creature , you can choose to reduce the damage of the attack by 1d4. On your next turn, when you make an attack, the attack does an extra 1d10 damage.
Aura of Risk
Life is a constant battle, and you can't win without risks.
When a creature within 10 feet of you makes an attack roll, incuding you, you can choose to roll 1d10, and subtract it from the attack roll.
If the attack roll is successful, then roll 3d10 and add it to the damage roll of the attack.
If the attack fails, then the target of the attack gets advantage on attack rolls until the start of their next turn.
Lucky Strike
Your luck causes attacks to strike where they hurt the most.
When you make an attack roll or damage roll, flip a coin.
If Tails, the target takes an extra 1d10 of the weapon's damage type, and they take 1d4 Force damage each time they take further damage until the start of your next turn.
If Heads, the target can only take an action or a reaction, not both, and their speed is reduced by 15 feet.
You can use Lucky Strike an amount of times equal to your proficiency bonus. Alternatively, you can expend a use of Rattling Dice to use Lucky Strike.
Friends Close and Enemies Closer.
When you start your turn with a friendly creature within 20 feet of you, and a hostile creature within 10 feet of you, you and all allies within 20 feet of you gain a bonus to AC and attack rolls equal to your proficiency bonus.
Aura Expansion
The range of Aura of Luck and Aura of Risk increases from 10 feet to 15 feet.
Heart of The Cards
When you land an attack using Lucky Strike, roll 1d6. On a roll of 5 or 6, treat the attack as a critical hit. Furthermore, you can spend a bonus action to bolster an ally within one of your Auras, allowing them the use of Lucky Strike.
Lucky Break
Your luck bends the laws of reality, changing what is possible.
When you are targeted by an attack, you can role 1d6.
On a 1, the attack has advantage, and one creature of the attacker's choice gains advantage on their next attack,
On a 2, the attack has disadvantage, and one creature of your choice has advantage on their next attack.
On a 3, you gain a +3 bonus to AC and resistance to non-magical damage as your patron covers you in translucent, spectral hands to prevent harm. This lasts until the start of your next turn.
On a 4, the attacker has advantage and a +3 bonus, and their attack deals 5d10 extra damage.
On a 5, when you make an attack, you take 4d6+6 Force damage, but the attack does an extra 4d6 Force damage as your patron feeds your life energy into the attack, strengthening it.
On a 6, you and the target both take 5d10 Psychic Damage, and fate twists upon the attacker. If the attacker roled bellow a 10 or lower, then they add a +10 bonus to the roll. On a roll of 11 or higher, they take a -10 penalty roll. The target also scores a critical hit on a natural 1 instead of a natural 20. This lasts for 3 rounds.
When damage reduces you to 0 hit points, you can use a reaction to roll 1d6. On 5 or 6, you fall to 1 hit point instead.
You have uses of Rattling Die now equal double your proficiency bonus.
Gambler Spell List:
Cantrips
Dancing Lights
Eldritch Blast
Encode Thoughts
Vicious Mockery
Prestidigitation
1st Level
Cure Wounds
Distort Value
Hellish Rebuke
Hunter’s Mark
2nd Level
Alter Self
Arcane Lock
Misty Step
Moonbeam
3rd Level
Blink
Counterspell
Haste
Hypnotic Pattern
4th Level
Vampiric touch
Dimension Door
Fire Shield
Legend Lore
5th Level
Modify Memory
Passwall
Wall of Force
Teleportation Circle
Contact Other Plane
First change:
Changed Lucky Break to have more risky and more rewarding results.
Changed a spell
Changed the effects of lucky strike
Added Big and Small/Blinds (havent decided on names) to strange prescence.
I apologise for any Typos or issues. Like i said, I wanted this to be for a friend, but I decided to put this on DND Beyond cause I wanted Feedback.
it's a very fun idea! Might it be an idea to, instead of a new class, make it a rogue subclass? Rogues often dabble in gambling. https://omegle****/
It is incredibly OP for a RAW 5e game but if you are playing a goofy game where everyone is playing HB stuff it is probably fine. There are quite a few gambling subclasses out there for Rogue and Bard that are probably better balanced than this so you might want to look at one of those instead.
Notes:
Lucky Break is a net-negative so I doubt anyone would use it except in dire circumstances.
Lucky Strike both outcomes seem very similar to each other so I don't know the point of the flip?
Aura of Risk is almost always a negative since Aura of Luck adds your proficiency bonus (+4) to the damage roll, so you are losing -4 damage and -5.5 to the attack roll for the chance to add 5.5 damage to the damage.
Strange Presence - Teamwork or Care are pretty obviously better than the other two options.
Snake Eyes - doesn't really make sense, if your attack roll matches the enemy's AC you hit them successfully already.
High Roller - nat 20s on saves / checks RAW don't do anything special so not sure what you're intention is here.
Double or Nothing is another feature that just seems bad overall, at low levels failure would kill you, at high levels you are probably never going to miss anyway because you have a +Proficiency(Aura)+2(Friends/Enemies)+STR/DEX+Proficiency as your attack bonus before considering magic items.
None of the spells have anything to do with luck / gambling (except Blink), so I don't really understand what they are adding to the class.
I assumed this was more for using on enemies attacking you than using on yourself.
I agree that this might be easier to balance if you distilled your favorite parts down into a bard or rogue subclass - or both, for a magic-focused gambler and a weapon-focused gambler.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
I forgot about the Snake eyes, sorry. Snake eyes was added cause my friends ALL play a rule where if the enemy is higher level (Theyre like level 5 and the DM is throwing dinosaurs at them already) then if you match AC you fail. This was added to counterbalance, and honestly Im still working. Thank you for noting this.
For Aura of Risk, it's DESIGNED to be risky. Also, it was desgined to affect enemies more than allies, but I left it without specifying because it CAN affect and ally or an enemy, but it is intended for an enemy.
High Roller was intended for attacks, but I decided to keep it as saves and throws, though I will change it porbably.
Doube Or Nothing was intended to prevent higher dmage enemies (Again, my friends fought an allesauraus at level 5.) from killing the others instantly. I'll probably make it that you can take no damage from a success.
The spells were chosen because they fit a theme.e.g a gambler would insult a losing player when gambling, or they would be stealing from "marks" (targets).
Thank you for the feedback, though.
It was intended as a Paladin subclass actually, however I changed it to a full class. I was tempted to, but I didn't really know how to originally, but I thinki have an idea now. Thank you for the suggestion!