Time spent in the casinos paid off but lets see if your luck holds. You've spent your whole life at the tables of gambling halls and over time you've felt the call of fate. Learning the whims of lady luck you use that power for yourself to aid your endeavors, or cripple others. The chips you wield are yours alone the price of power you've yet to hone.
Suggested background: charlatan
Main resource: Chips (for full explanation on chips see bottom of post)
Hit points: 8+ CON modifier
Hit dice 1D8 per Dealer level
Hit points at higher level: 1D8 (or 5)+CON modifier
Starting equipment: bag of chips, throwing cards, explosive dice, light armor, standard set of cards, set of D6s, 12 gp
Proficiencies: you are proficient in unusual weaponry being sharp metal cards and explosive dice along with simple weapons, light armor, and a game of your choice (EX: cards dragonchess or dice)
Cards and dice are re-flavored darts damage type is slashing for cards and force for dice. proficiency from darts is not ported to the cards/dice; it's a separate proficiency for the case of this class.
Saving throws: DEX CHA
Pick two skills from this list: sleight of hand, acrobatics, persuasion, deception, performance, insight, perception.
Level one
Place your bets: the move that starts the game lets see if you can buy in. When combat begins you can take a bonus action to add to your pot to a max of 5 per turn max pot of 22 and increases by two per level of dealer taken.
Beginners luck: some think it's fake, you prove it real. you can expend 10 chips to re-roll a D20 roll and pick which one you want. This applies to other creatures if willing they can pick which roll they want if unwilling they make a CHA save (10+mod) or you pick which roll they use.
Level two
Down card: it'll do good to discard cards sometime. You can use your throwing cards or dice as a trap similar to caltrops. Anyone passing through the 5 ft radius of the trap must make a DC 10 DEX save or take 1D4 damage and fall prone.
Luck be in the air: it permeates the very air around you. Expend 10 chips to add or subtract 1D4 from any roll and burn 10 chips to add 1 more D4
Level three
At level three you may pick a subclass from the included list
Level four
Ability score improvement
Level five
Call: the right number can win the game, let's see if you pick it. Your skill in manipulating luck allows a more discerning eye for fate: When rolling to hit, expend 5 chips to name a number if you roll that number your roll crits you may not pick 1 or two. if a roll crits with this ability deal 3x damage.
Fast deal: faster still the cards move. You may attack twice while taking the attack action.
Level six
Bluff: One better have a good poker face for this. When rolling to attack you can roll extra dice for 10 chips, one die per 10 chips to a max 4 and take the highest number, if a one is rolled however you take the one.
Perceptive play: you have advantage on checks against deception and persuasion as well as gaining proficiency or expertise in both.
Level seven
Level eight
Ability score improvement
Level nine
parlay: stay your hand and gain the spoils. On the start of a turn you may refuse to gain use chips to automatically increase the pot by half of the current pot value
Clear bets: always keep your chips close or you might lose them. once per short rest as a bonus action you remove all chips from your pot and add them to your bag
Level ten
Level eleven
Greed in your eyes: You gain a bonus to rolls to find money equal to your charisma modifier.
Wild card: the joker is known for not appearing as only one card; this ability reflects that nature. expend 5 chips to add an effect to your attack save for the effect is 10+charisma mod
Effects include
Advantage on next attack to that target
Target is knocked prone
Target has disadvantage on next attack
target drops weapon
Target goes blind their next turn of combat
Level twelve
Ability score improvement
Level thirteen
Dire straight: Why die when there's still dice to roll. when you hit 0 hit points you may bring yourself back up to 1 hp as well as gain 20 chips to your bag.
House always wins: after spending a day in a town you get an idea who's corrupt and might take a bribe or two to "look the other way".
Level fourteen
Faster deal: your cards are barely visible; they move faster than one can perceive. At level 14 you can pick between gaining another attack or picking two pair as an ability.
Two pair: a fine hand, it might win the game. through careful practice you can use both your cards and dice to attack at once this allows you to roll both weapons damage at once with one attack roll
Level fifteen
Level sixteen
Ability score improvement
Level seventeen
High risk High reward: fate sometimes burns those who wield it one can hope not too much. expend 10 chips to gain advantage on all rolls to hit this turn however enemies gain advantage to hit you for their next turns. if you're hit as a result gain chips per hp lost + CHA mod. ex if you take four damage gain four chips and add your mod to the amount gained.
Silver tongue: Gamblings about more than just the dice my friend use that tip well: You can expend ten chips to reroll a persuasion check once per long rest
Level eighteen
Level nineteen
Ability score improvement
Level twenty
Jackpot: you've done it, fate bends to your whims and allows near limitless power if you can roll for it. as a bonus action 4 times per long rest burn 30 chips Roll 5 D20s gain bonus depending on How many numbers match. You may not use this ability while an effect is already active.
1 dice enemies have disadvantage to hit you and you have advantage to hit for 1 turn along with 1 D4 extra damage on attacks and healing 1D4
2 dice gain advantage on attacks next two turns and enemies gain disadvantage on all attacks against you for the same amount of time along with healing 2D4 and+five move speed per number
3 dice gain advantage on all attacks enemies gain disadvantage on all attacks to you along
with dealing an extra 2D4 on attacks heal half of max HP
4 same as previous gain 1 more D4 healing and ex damage along with enemies within a 40 ft radius must make a D10+CHA mod save or be frightened
5 same as previous any enemies within 40 ft must make a DC10 + CHA mod save or be frightened and another or they fall prone
SUBCLASSES
At level three you may pick a subclass
Hearts/cups:support
Under the Hearts suit a dealer uses his skills to support allowing luck to flow to his allies more often than himself
Lvl 3
Split pot: a strategic move one moves faster with luck at the side. Burn 5 chips while rolling initiative to roll a D6 split the roll between two players (yourself included) and add it to their initiative
Lvl 7
Fold: "got to know when to fold em" Pass your turn and gain 10 bag dice next player gains 1D4 to hit when attacking and 2D4 temp hit points
Lvl 10
Healers choice: a choice not everyone can make. burn 10 chips to heal two teammates by 2D6
Lvl 15
Queen of cups: a ruler's boon your allies will revel. burn 20 chips to heal all allies by 2d8 as well as healing yourself by 1d8
Lvl 18
The empress: the boon of the empress card allows the dealer to give mass aid to their allies; burn 30 chips to heal all allies 2D8, gain half that in temp hit points and gain advantage on death saves.
Spades/swords:damage
Under the Spades suit a dealer uses his skills more aggressively to attack and hinder opponents
Lvl 3
High roller: lets hope your chips back your talk. burn 5 chips to add 1 D4 to an attack as many times as you have chips to spend
Lvl 7
High stakes: one is often stronger during distress. when rolling to hit burn 10 chips to crit on both adjacent numbers EX.you call 12 it will crit on 11 and 13 as well
Lvl 10
Sharp deal: slicing cards sing through the air. burn 10 chips to attack again as many times as you are able don't roll to hit on extra attacks
Lvl 15
Knight of swords: the bane of enemies, a well trained knight. burn 20 chips to roll an attack with advantage if this attack hits you can add 1D8 damage and stagger the foe this enemy must make a dc 15 strength check or be unable to move or attack next turn
Lvl 18
Death: The boon of the death card allows one to purge all who stand opposed to them; burn 30 chips to auto crit an attack and deal an extra 2D8 damage on that attack
Diamond/pentacle:divine
Under the Diamond suit a dealer has caught the attention of the gods themselves whether that brings losses or wins you are tied to a god of chance or luck forever.
Level 3
Fates scorn: a divine burn from one's weapons. you can burn 5 chips to cast divine smite on a card or dice attack
Level 7
Fate's favor: a lucky streak means nothing without fate's help. You can burn 5 chips to cast cure wounds casting at higher level costs more chips 10 per extra level. Level cast cannot exceed max pot
level 10
Divine deal: a hand fit for a god. You gain the ability to add one D4 radiant damage all attacks you and your allies make this round
God's fate: once per long rest burn 30 chips to cast guidance
Level 15
King of pentacles:As a fate gods chosen ruler you can channel their power to create magic cards or dice: burn 10 chips to use these conjured weapons they deal 2D8 radiant damage as well as when hitting an enemy they must make a DC15 wis save or they become frightened
Level 18
High priestess: The boon of the high priestess card allows one to call upon Divine aid; You can burn 20 chips to add 2D8 radiant damage to any attack you make against an enemy and subtract that same number from enemy attacks for one round
Clubs/wands:magic
Under the diamond suit a dealer has managed to tap into arcane knowledge allowing some minor spellcasting
Spellcasting DC: 8+ Proficiency bonus and CHA mod
Spell attack bonus 8 + Proficiency bonus + CHA mod
Magic burns pot chips lowering max chips, max can be restored fully via long rest. burning pot chips requires having the chips in hand and in the pot when casting a spell you use them from your bag and remove the amount from your maximum pot.
Lvl 3
Pick 2 spells from Dealer spell list spell cost may not exceed max pot
Arcane cards: the magic in your chips now flows in your veins. You can cast spells by burning 10 chips per spell level ex.You cast a level one spell it burns 10 chips level two is 20 chips and so on. Cantrips have no cost as usual
Lvl 7
Pick two leveled spells from spell list
Expert toss: a keen eye can influence the roll. When casting spells you may add your dex mod to hit with spells
Lvl 10
Pick two spells from spell list
Arcane deal: a hand dealt by arcane power. you can expend 5 chips to add 1D4 fire, ice, or acid damage on a standard attack
Lvl 15
Pick two spells from spell list
Page of wands: a card none hold in high regard prove them wrong. burn 20 chips to create an aura around you this aura makes enemies less likely to hit you they roll at disadvantage to hit and if they hit you gain 5 chips back to your max pot and deal 1D6 of an element from arcane deal as a reaction.
Lvl 18
Pick two spells from spell list
The magician: The boon of the magician card allows one near mastery over arcane fate; Burn 30 chips afterwards until combat ends spells don't burn chips merely expends them from your bag.
Being a gambler at your very core you use a specialty set of chips to fulfill your desires. These chips are integral to your being, usually being designed based on your life or experiences (ex.persons of interest, a favorite item, an animal from your past) often stemming from an experience gambling that can shape who your character is. These chips are arcane in nature however spell-casting doesn't usually come naturally to the dealer. Often this class comes from people who leave their lives to chance whether that means they play games of chance as a pastime or they leave decisions up to a coin flip.
The use of chips is based on your pot, which is the primary way you gain chips. During combat on your turn you roll a D20 depending on the roll you gain chips to your bag.
Along with gaining chips you can refill your max by adding chips from your bag to the pot for possible return this being a bonus action during combat. Chips in the pot are unusable until you add them to your bag with the D20 roll.
Chips are added to your bag by rolling a D20 on the start of a turn or on a short rest on an odd number gain no chips (round down) on an even number gain current pot value. on a one lose all available chips on a twenty gain 2x current pot
Out of combat it works a little differently. When you take a short rest you gain half of your max pot into your bag as well as restoring half of burned chips. Long rests refill the pot and restore your maximum fully if chips have been burned.
Using chips is simple, you spend your bag chips to use abilities and if you have no chips you can’t use abilities.
Some abilities ask you to burn chips this requires you to have chips in your bag and the pot if you burn chips you expend bag chips and remove the specified amount from your maximum pot ie. if you burn 5 chips you use them from your bag and lose 5 from the max pot. Your maximum pot is replenished and your pot is filled on a long rest.
I don't really understand the logic with actual chips during combat. I mean I understand the gameplay logic of it being a unique resource for the class, but I don't see how The character would be fumbling with actual chips in the middle of the fight. Thus, I would remove the bag of chips from starting equipment or call "chips" something else.
You're missing proficiency to simple weapons. All classes have that proficiency.
The initial chip count is static and only affects combat. I would rather have it scale with level and refresh at short/long rest (like spell slots, focus/ki points, superiority dice, and all other unique class resources). There might be class feature at some level that guarantees toi begin combat with at least X chips, but that wouldn't be level 1.
What are the primary stats? I can see why dexterity, intelligence, wisdom, charisma, and constitution could all be, but none of the class features scale with primary stats. Saving throw proficiencies doesn't automatically mean those to are the primary stats.
How about skill proficiencies and expertise? I would guess a gambler would have proficiency on Insight, Perception, Deception and/or Investigation.
And I would really really like to see features that work outside of combat. It's easy to get stuck in the combat "zone" when homebrewing stuff, but it's just one part of gameplay. The class desperately needs features that allows it to do stuff outside combat. And there are a plethora of suitable features for a gambler. For example, having a natural talent recognize who can be bribed, fumbling ability checks with chips, bargaining, etc. But of course since The class has availability to a unique resource, it could capitalize on that and have features to expend that resource, so it would also make using chips bit More strategic.
thanks for the heads up on simple weapons proficiency no one else mentioned that on the other post I made lol
Chips are physical objects but outside of flavor the character doesn't usually mess with them them during combat they just leave or enter the bag , but they could if they wanted to like throwing them in the air for flair to activate abilities.
Chips do scale with level you get 2 max pot per level along with getting chips on long and short rest and replenishing max pot. The starting with chips part makes sense I'll adjust that it might be an ability for level six or somewhere around there.
the main stats stats are used mostly for the saving throws enemies make or weapons/spellcasting.
If you have any ideas for things to scale with skills that would be cool I always like new ideas.
added two small abilities for out of combat like the bribable people one, along with the greed in your eyes allowing more luck finding funds
Dealer class
Time spent in the casinos paid off but lets see if your luck holds. You've spent your whole life at the tables of gambling halls and over time you've felt the call of fate. Learning the whims of lady luck you use that power for yourself to aid your endeavors, or cripple others. The chips you wield are yours alone the price of power you've yet to hone.
Suggested background: charlatan
Main resource: Chips (for full explanation on chips see bottom of post)
Hit points: 8+ CON modifier
Hit dice 1D8 per Dealer level
Hit points at higher level: 1D8 (or 5)+CON modifier
Starting equipment: bag of chips, throwing cards, explosive dice, light armor, standard set of cards, set of D6s, 12 gp
Proficiencies: you are proficient in unusual weaponry being sharp metal cards and explosive dice along with simple weapons, light armor, and a game of your choice (EX: cards dragonchess or dice)
Cards and dice are re-flavored darts damage type is slashing for cards and force for dice. proficiency from darts is not ported to the cards/dice; it's a separate proficiency for the case of this class.
Saving throws: DEX CHA
Pick two skills from this list: sleight of hand, acrobatics, persuasion, deception, performance, insight, perception.
Level one
Place your bets: the move that starts the game lets see if you can buy in. When combat begins you can take a bonus action to add to your pot to a max of 5 per turn max pot of 22 and increases by two per level of dealer taken.
Beginners luck: some think it's fake, you prove it real. you can expend 10 chips to re-roll a D20 roll and pick which one you want. This applies to other creatures if willing they can pick which roll they want if unwilling they make a CHA save (10+mod) or you pick which roll they use.
Level two
Down card: it'll do good to discard cards sometime. You can use your throwing cards or dice as a trap similar to caltrops. Anyone passing through the 5 ft radius of the trap must make a DC 10 DEX save or take 1D4 damage and fall prone.
Luck be in the air: it permeates the very air around you. Expend 10 chips to add or subtract 1D4 from any roll and burn 10 chips to add 1 more D4
Level three
At level three you may pick a subclass from the included list
Level four
Ability score improvement
Level five
Call: the right number can win the game, let's see if you pick it. Your skill in manipulating luck allows a more discerning eye for fate: When rolling to hit, expend 5 chips to name a number if you roll that number your roll crits you may not pick 1 or two. if a roll crits with this ability deal 3x damage.
Fast deal: faster still the cards move. You may attack twice while taking the attack action.
Level six
Bluff: One better have a good poker face for this. When rolling to attack you can roll extra dice for 10 chips, one die per 10 chips to a max 4 and take the highest number, if a one is rolled however you take the one.
Perceptive play: you have advantage on checks against deception and persuasion as well as gaining proficiency or expertise in both.
Level seven
Level eight
Ability score improvement
Level nine
parlay: stay your hand and gain the spoils. On the start of a turn you may refuse to gain use chips to automatically increase the pot by half of the current pot value
Clear bets: always keep your chips close or you might lose them. once per short rest as a bonus action you remove all chips from your pot and add them to your bag
Level ten
Level eleven
Greed in your eyes: You gain a bonus to rolls to find money equal to your charisma modifier.
Wild card: the joker is known for not appearing as only one card; this ability reflects that nature. expend 5 chips to add an effect to your attack save for the effect is 10+charisma mod
Effects include
Advantage on next attack to that target
Target is knocked prone
Target has disadvantage on next attack
target drops weapon
Target goes blind their next turn of combat
Level twelve
Ability score improvement
Level thirteen
Dire straight: Why die when there's still dice to roll. when you hit 0 hit points you may bring yourself back up to 1 hp as well as gain 20 chips to your bag.
House always wins: after spending a day in a town you get an idea who's corrupt and might take a bribe or two to "look the other way".
Level fourteen
Faster deal: your cards are barely visible; they move faster than one can perceive. At level 14 you can pick between gaining another attack or picking two pair as an ability.
Two pair: a fine hand, it might win the game. through careful practice you can use both your cards and dice to attack at once this allows you to roll both weapons damage at once with one attack roll
Level fifteen
Level sixteen
Ability score improvement
Level seventeen
High risk High reward: fate sometimes burns those who wield it one can hope not too much. expend 10 chips to gain advantage on all rolls to hit this turn however enemies gain advantage to hit you for their next turns. if you're hit as a result gain chips per hp lost + CHA mod. ex if you take four damage gain four chips and add your mod to the amount gained.
Silver tongue: Gamblings about more than just the dice my friend use that tip well: You can expend ten chips to reroll a persuasion check once per long rest
Level eighteen
Level nineteen
Ability score improvement
Level twenty
Jackpot: you've done it, fate bends to your whims and allows near limitless power if you can roll for it. as a bonus action 4 times per long rest burn 30 chips Roll 5 D20s gain bonus depending on How many numbers match. You may not use this ability while an effect is already active.
1 dice enemies have disadvantage to hit you and you have advantage to hit for 1 turn along with 1 D4 extra damage on attacks and healing 1D4
2 dice gain advantage on attacks next two turns and enemies gain disadvantage on all attacks against you for the same amount of time along with healing 2D4 and+five move speed per number
3 dice gain advantage on all attacks enemies gain disadvantage on all attacks to you along
with dealing an extra 2D4 on attacks heal half of max HP
4 same as previous gain 1 more D4 healing and ex damage along with enemies within a 40 ft radius must make a D10+CHA mod save or be frightened
5 same as previous any enemies within 40 ft must make a DC10 + CHA mod save or be frightened and another or they fall prone
SUBCLASSES
At level three you may pick a subclass
Hearts/cups:support
Under the Hearts suit a dealer uses his skills to support allowing luck to flow to his allies more often than himself
Lvl 3
Split pot: a strategic move one moves faster with luck at the side. Burn 5 chips while rolling initiative to roll a D6 split the roll between two players (yourself included) and add it to their initiative
Lvl 7
Fold: "got to know when to fold em" Pass your turn and gain 10 bag dice next player gains 1D4 to hit when attacking and 2D4 temp hit points
Lvl 10
Healers choice: a choice not everyone can make. burn 10 chips to heal two teammates by 2D6
Lvl 15
Queen of cups: a ruler's boon your allies will revel. burn 20 chips to heal all allies by 2d8 as well as healing yourself by 1d8
Lvl 18
The empress: the boon of the empress card allows the dealer to give mass aid to their allies; burn 30 chips to heal all allies 2D8, gain half that in temp hit points and gain advantage on death saves.
Spades/swords:damage
Under the Spades suit a dealer uses his skills more aggressively to attack and hinder opponents
Lvl 3
High roller: lets hope your chips back your talk. burn 5 chips to add 1 D4 to an attack as many times as you have chips to spend
Lvl 7
High stakes: one is often stronger during distress. when rolling to hit burn 10 chips to crit on both adjacent numbers EX.you call 12 it will crit on 11 and 13 as well
Lvl 10
Sharp deal: slicing cards sing through the air. burn 10 chips to attack again as many times as you are able don't roll to hit on extra attacks
Lvl 15
Knight of swords: the bane of enemies, a well trained knight. burn 20 chips to roll an attack with advantage if this attack hits you can add 1D8 damage and stagger the foe this enemy must make a dc 15 strength check or be unable to move or attack next turn
Lvl 18
Death: The boon of the death card allows one to purge all who stand opposed to them; burn 30 chips to auto crit an attack and deal an extra 2D8 damage on that attack
Diamond/pentacle:divine
Under the Diamond suit a dealer has caught the attention of the gods themselves whether that brings losses or wins you are tied to a god of chance or luck forever.
Level 3
Fates scorn: a divine burn from one's weapons. you can burn 5 chips to cast divine smite on a card or dice attack
Level 7
Fate's favor: a lucky streak means nothing without fate's help. You can burn 5 chips to cast cure wounds casting at higher level costs more chips 10 per extra level. Level cast cannot exceed max pot
level 10
Divine deal: a hand fit for a god. You gain the ability to add one D4 radiant damage all attacks you and your allies make this round
God's fate: once per long rest burn 30 chips to cast guidance
Level 15
King of pentacles:As a fate gods chosen ruler you can channel their power to create magic cards or dice: burn 10 chips to use these conjured weapons they deal 2D8 radiant damage as well as when hitting an enemy they must make a DC15 wis save or they become frightened
Level 18
High priestess: The boon of the high priestess card allows one to call upon Divine aid; You can burn 20 chips to add 2D8 radiant damage to any attack you make against an enemy and subtract that same number from enemy attacks for one round
Clubs/wands:magic
Under the diamond suit a dealer has managed to tap into arcane knowledge allowing some minor spellcasting
Spellcasting DC: 8+ Proficiency bonus and CHA mod
Spell attack bonus 8 + Proficiency bonus + CHA mod
Magic burns pot chips lowering max chips, max can be restored fully via long rest. burning pot chips requires having the chips in hand and in the pot when casting a spell you use them from your bag and remove the amount from your maximum pot.
Lvl 3
Pick 2 spells from Dealer spell list spell cost may not exceed max pot
Arcane cards: the magic in your chips now flows in your veins. You can cast spells by burning 10 chips per spell level ex.You cast a level one spell it burns 10 chips level two is 20 chips and so on. Cantrips have no cost as usual
Lvl 7
Pick two leveled spells from spell list
Expert toss: a keen eye can influence the roll. When casting spells you may add your dex mod to hit with spells
Lvl 10
Pick two spells from spell list
Arcane deal: a hand dealt by arcane power. you can expend 5 chips to add 1D4 fire, ice, or acid damage on a standard attack
Lvl 15
Pick two spells from spell list
Page of wands: a card none hold in high regard prove them wrong. burn 20 chips to create an aura around you this aura makes enemies less likely to hit you they roll at disadvantage to hit and if they hit you gain 5 chips back to your max pot and deal 1D6 of an element from arcane deal as a reaction.
Lvl 18
Pick two spells from spell list
The magician: The boon of the magician card allows one near mastery over arcane fate; Burn 30 chips afterwards until combat ends spells don't burn chips merely expends them from your bag.
Spell list
Mage hand CAN,Message CAN,Minor illusion CAN, Ray of frost CAN, Thaumaturgy CAN, magic missile 1st lvl, Distort value 1st lvl, Illusory script 1st lvl, Silent image 1st lvl, Blindness/Deafness lvl 2, detect thoughts lvl 2, spray of cards lvl 2, Suggestion 2nd lvl, mirror image 2nd lvl, blink 3rd lvl, slow 3rd lvl, fire ball 3rd lvl, confusion 4th lvl, Fabricate lvl 4,creation 5th Lvl, Dominate person 5th Lvl, telekineses 5th lvl, mass suggestion 6th lvl, blade barrier 6th lvl true seeing 6th lvl, prismatic spray 7th lvl, mirage arcane 7th lvl, project image 7th lvl,glibness 8th level, weird 9th lvl, wish 9th lvl
CHIPS
Being a gambler at your very core you use a specialty set of chips to fulfill your desires. These chips are integral to your being, usually being designed based on your life or experiences (ex.persons of interest, a favorite item, an animal from your past) often stemming from an experience gambling that can shape who your character is. These chips are arcane in nature however spell-casting doesn't usually come naturally to the dealer. Often this class comes from people who leave their lives to chance whether that means they play games of chance as a pastime or they leave decisions up to a coin flip.
The use of chips is based on your pot, which is the primary way you gain chips. During combat on your turn you roll a D20 depending on the roll you gain chips to your bag.
Along with gaining chips you can refill your max by adding chips from your bag to the pot for possible return this being a bonus action during combat. Chips in the pot are unusable until you add them to your bag with the D20 roll.
Chips are added to your bag by rolling a D20 on the start of a turn or on a short rest on an odd number gain no chips (round down) on an even number gain current pot value. on a one lose all available chips on a twenty gain 2x current pot
Out of combat it works a little differently. When you take a short rest you gain half of your max pot into your bag as well as restoring half of burned chips. Long rests refill the pot and restore your maximum fully if chips have been burned.
Using chips is simple, you spend your bag chips to use abilities and if you have no chips you can’t use abilities.
Some abilities ask you to burn chips this requires you to have chips in your bag and the pot if you burn chips you expend bag chips and remove the specified amount from your maximum pot ie. if you burn 5 chips you use them from your bag and lose 5 from the max pot. Your maximum pot is replenished and your pot is filled on a long rest.
I don't really understand the logic with actual chips during combat. I mean I understand the gameplay logic of it being a unique resource for the class, but I don't see how The character would be fumbling with actual chips in the middle of the fight. Thus, I would remove the bag of chips from starting equipment or call "chips" something else.
You're missing proficiency to simple weapons. All classes have that proficiency.
The initial chip count is static and only affects combat. I would rather have it scale with level and refresh at short/long rest (like spell slots, focus/ki points, superiority dice, and all other unique class resources). There might be class feature at some level that guarantees toi begin combat with at least X chips, but that wouldn't be level 1.
What are the primary stats? I can see why dexterity, intelligence, wisdom, charisma, and constitution could all be, but none of the class features scale with primary stats. Saving throw proficiencies doesn't automatically mean those to are the primary stats.
How about skill proficiencies and expertise? I would guess a gambler would have proficiency on Insight, Perception, Deception and/or Investigation.
And I would really really like to see features that work outside of combat. It's easy to get stuck in the combat "zone" when homebrewing stuff, but it's just one part of gameplay. The class desperately needs features that allows it to do stuff outside combat. And there are a plethora of suitable features for a gambler. For example, having a natural talent recognize who can be bribed, fumbling ability checks with chips, bargaining, etc. But of course since The class has availability to a unique resource, it could capitalize on that and have features to expend that resource, so it would also make using chips bit More strategic.
Thanks for the ideas I appreciate the advice.
thanks for the heads up on simple weapons proficiency no one else mentioned that on the other post I made lol
Chips are physical objects but outside of flavor the character doesn't usually mess with them them during combat they just leave or enter the bag , but they could if they wanted to like throwing them in the air for flair to activate abilities.
Chips do scale with level you get 2 max pot per level along with getting chips on long and short rest and replenishing max pot. The starting with chips part makes sense I'll adjust that it might be an ability for level six or somewhere around there.
the main stats stats are used mostly for the saving throws enemies make or weapons/spellcasting.
If you have any ideas for things to scale with skills that would be cool I always like new ideas.
added two small abilities for out of combat like the bribable people one, along with the greed in your eyes allowing more luck finding funds