Base Class: Fighter
The Gambler is a skilled card player, but so much more. They've mastered the art of throwing cards fast enough to cause damage. As they hone their skills, they learn to cause all sorts of havoc with these pieces of paper. They also learn to carve simple magical runes into dice and extract additional power from them. Luck is their friend and their foe. Depending on the day.
The Card Counter
At 3rd level, you become proficient with playing cards and can use them as throwing weapons. You use dexterity as your base ability score for attacks and damage.
The cards deal 1d6 slashing damage and require ammunition same as other throwing weapons. At 3rd level the range is 30 ft. and long range is 60 ft. This increases at 9th level to 45 ft. range (90 ft. long range) and at 14th level 60 ft. range (120 ft. long range).
Wrist Shot
At 3rd level, you learn to add additional effects with some of your shots. When you gain this feature, you learn two Wrist Shot options of your choice (see “Wrist Shot Options” below).
Twice per short rest and once per turn when you throw a card as part of the Attack action, you can apply one Wrist Shot option of your choice to that card. You decide to use the option when the card hits a creature, unless the option doesn’t involve an attack roll. You have two uses of this ability, and you regain all expended uses of it when you finish a short or long rest.
You gain an additional Wrist Shot option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level. Each option also improves when you become an 18th-level fighter.
Carved Dice
At 7th level, you learn to carve runes of power into 6 sided dice which contain a single rune, with an increasing power level. You are able to carve a single dye per day. When a dye is rolled, the runes fade and you have to carve it again to reuse it. You use a bonus action to roll a carved dye.
There are 5 types of runes that you can carve:
The Arrow This rune helps you be more accurate. When you roll this dye, add the number from it to your next attack and damage roll.
The Snake A small drop of poison exits from the dye, infusing your next attack with it. If the next attack hits a creature, the creature takes an additional 1d6 poison damage on a number of turns equal to the number rolled on the snake dye.
The Heart This rune strengthens your constitution. You roll as many d4 dice as the number on your heart dye and increase your maximul life points by the total amount for 1 hour.
The Shield Your AC is increased by the number on your shield dye for 1 turn.
The Eye You gain the effects of see invisibility spell for a number of turns equal to the number on the eye dye.
Magic Touch
Starting at 7th level, your card attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Luck of the Draw
Once a day when making an attack roll, if the attack fails, you may re-roll again and try your luck.
All-In
Starting at 15th level, your wrist shots is available whenever battle starts. If you roll initiative and have no uses of Wrist Shot remaining, you regain one use of it.
Double Dice
You can now carve two dice every day. You also gain additional runes to carve into your dice.
The Spiderweb Your next attack explodes into a sipderweb, grappling the target for a number of turns equivalent to the roll of your Spiderweb dye.
The Dragon The dye releases a roar that eminates around you. A number of targers equivalent to the roll of your Dragon dye can be chosen to be feared until your next turn.
The Seahorse You gain waterbreathing for a number of hours equivalent to the roll of your seahorse dye.
Wrist Shot Options
The Wrist Shot feature lets you choose options for it at certain levels. They are all physical effects.
If an option requires a saving throw, your Wrist Shot save DC equals 8 + your proficiency bonus + your Dexterity modifier.
Gutshot
You aim for the center section of a creature, causing terrible pain, which makes the target lose focus. The creature hit by the card takes an extra 2d6 slashing damage. The target must also succeed on a Constitution saving throw, or the damage dealt by its weapon attacks is halved until the start of your next turn.
The slashing damage increases to 4d6 when you reach 18th level in this class.
House of Cards
You throw a card at the legs of your enemy. The creature hit by the card must succeed on a DEX saving throw or be knocked prone.
Kicker
You throw a card with such force it pushes creatures back. The target must make a Strength saving throw. On a failed save, a creature is pushed back 10 ft.
Pocket Deuces
You throw 2 cards at once in quick succession, dealing an extra 1d6 damage per card.
Straight Flush
You throw a card in a straight line for 60 ft., causing it to pierce through enemies. The card hits the target and all other creatures in the line take 2d6 piercing damage each.
The piercing damage increases to 4d6 when you reach 18th level in this class.
The Bluff
You throw a card intentionally missing the target. Until the end of your next turn, all attacks against this target are made with advantage.
The Dealer
You throw cards in a spiral around you, targeting up to nine enemies. If the first card hits, all cards hit and the targets take additional 2d6 slashing damage.
The slashing damage increases to 2d6 when you reach 18th level in this class.
The Joker
You aim the card at a vulnerable point in the creatures face. The creature hit by the card takes an extra 2d6 slashing damage, and it must succeed on a Wisdom saving throw or be stunned until the start of your next turn.
The slashing damage increases to 4d6 when you reach 18th level in this class.
Previous Versions
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3/4/2022 10:07:40 AM
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