Base Class: Rogue
“She was surrounded, five drunkards to one and I bet she couldn’t win by placing 12 gold pieces to a friend at the table. However against all odds she overcame them, a quick dash to the left with a lucky stab to the right critically wounding one. The entire tavern was rowdy as they watched the fight commenced as she took down another and another. Finally with a few bruises to show she had beaten them. I lost 12 gold pieces because of that fight. That said unlike her, I wasn’t a ‘Gambler’” -Falz within the Tome of Unknown
The Gambler is a risk taking sub-class. Gaining you bonus proficiencies in gaming sets, the ability to negate some snake eyes, doubling down on a powerful attack, more chances for advantages but also for disadvantages and finally letting fate decide your outcome with a single coin flip.
Bonus Proficiency
When you choose this archetype at 3rd level, you gain bonus proficiency with two gaming sets.
Snake Eyes
Starting at 3rd level, during any roll with more than one die and get two 1’s they are treated as if you rolled the maximum number on those dice. If you roll more than two 1's in a dice roll only two are treated as such.
Double or Nothing
Starting at level 9, when you successfully use sneak attack you can instead double down. You may reroll to hit the target, if the new roll is equal to or higher than your original roll you may double the amount of dice you roll to deal damage, if it’s lower you instead deal no damage as if you missed the target.
Vantage Roulette
Starting at 13th level, all advantage and disadvantage rolls that you roll or are rolled against you now use 3 dice instead of 2. At the start of your turn you can increase the critical chances for yourself and those against you by 1 (rolling a natural 19 now count as critical success, while rolling a natural 2 now count as a critical failures) and can continue to increase for each turn however you cannot overlap the critical chances. You may revert the critical chances back to normal at the start of your next turn.
Letting Fate Decide
Starting at 17th level, when reduced to 0 hit points and begin to roll death saving throws you can instead flip a coin. If heads you succeed, if tails you permanently reduce your death saving throws chances by one. No matter the outcome you will be revived with 1 hit point. You can only return your death saving throws back if someone uses the Wish spell.
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