Rogue
Base Class: Rogue

The Gambler crosses the line of cunning strategist and lucky miscreant. Gambler's are good at using what they have to get them what they want, using a bit a magic to get there of course. Choosing your best move and hoping for the best is what a Gambler is about. 

Playing Pieces

3rd-level Gambler feature

You can take your favorite gaming pieces, and use them as weapons. Whenever you take the Attack action, you can throw a piece from your hand. This magic piece is a simple melee weapon with the finesse and thrown properties. It has a normal range of 10 feet and a long range of 60 feet, and on a hit, it deals a damage type of the piece equal to 1d6 plus the ability modifier you used for the attack roll. The piece vanishes back into your deck immediately after it hits or misses its target, and it leaves no mark on its target if it deals damage. You start with being able to hold three pieces in one hand.

At 3rd level, you can hold up to three pieces in your hand. At 9th level, you can four. At 14th level, you can up to five in your hand.

As a bonus action, you can draw back up to three pieces in one free hand.

 

Tymora's blessing

3rd-level Gambler feature

 

Card

Dice

Chess

Tapped

Double-Down

2-3

1

Pawn (Black)

 Make a separate attack roll to a creature within 5 ft of the target

 Adjacent enemies are dealt half the damage dealt to target 

4-5

2

Pawn (White)

 Move up to half your movement 

Give an ally double their movement on their next turn 

6-7

3

Knight (Black)

 Teleport to an unoccupied space that you can see in range 

 Teleport target to an unoccupied space 10 ft near you

8-9

4

Knight (White)

 Make the target of the channel make a WIS save: on a failure choose a condition to give to the target until the start of your next turn

(Blinded, deaf, fear, paralyzed)

The target now suffers a condition for 1 minute, being able to make saves at the start of its turn 

10

5

Rooke (Black)

 Give disadvantage to a creature you attack with this card

 Attacks made against this creature are made at advantage

Jack

6

Rooke (White)

 As an action, make two ranged attacks with this piece

 Allow an ally in melee range make 1 attack on the target

Queen

7

Bishop (Black)

 Give temporary hp equal to your Cha + proficiency to a ally in range

Heal an ally your Cha modifier per turn for 1 minute 

King

8

Bishop (White)

Add your proficiency bonus to your AC 

 If a creature has noon-natural armor have the creature roll a Con save: on a failure, the targets armor does not count towards its AC until its next turn

Ace

9

Queen

Deal half sneak attack damage to a creature in range 

 Grant one ally the ability to add half sneak attack damage to their next attack

Joker (Beshaba)

10 (Beshaba)

King (Beshaba)

Gain a random condition for 1 minute. At the beginning of your turn, you may roll a CHA saving throw to save 

 
 
   

House's edge

9th-level Gambler feature

You gain the ability to pull luck onto your side to make the playing field even. If a creature has advantage on any roll against you, you can use an action to negate the advantage. Similarly, if you have disadvantage on a roll against a creature, you can negate that disadvantage.
At 9th level you can do this equal to your proficiency bonus per long rest.

Blackjack

9th-level Gambler feature

Double - Down. As an bonus action, you can combine and tap two cards in your hand. You can use one of the effects associated with one of the tapped cards, shown on the Tymora's table, on a creature within 60ft of range. You can do this action as many times equal to your Charisma modifier. 

Raise. As an action, you can throw all drawn cards as one singular attack at a creature in range. The attack is automatically made at disadvantage, but does max damage if it hits. You also get to choose one affect of the cards you threw to activate. You can do this twice per long rest.  At 17th level, you can do this three times per long rest. 

Place Your Bets

17th-level Gambler feature

When you use your <em>PlayingPeices</em> to deal <em>Sneak Attack</em> damage to a creature, you can choose on of three options.
Call: Make the target roll a contested d20 roll. If target fails, they take the sneak attack damage and is stunned for 1 minute. If the target succeeds, you take the minimum sneak attack damage instead.
Raise: Make the target roll a contested d20 roll. If target fails, they take maximum sneak attack damage and you suffer 1 level of exhaustion. If the target succeeds, you take half of the sneak attack damage rolled.
Fold: Make the target roll a contested d20 roll. If target fails, they take half sneak attack damage and you become invisible for 1 minute. If the target succeeds, they take the full sneak attack damage.
You can use feature twice per long rest.

 

 

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