Base Class: Rogue
Living and dying by the roll of the dice, Gamblers have learned to manipulate fate in their favor. Rogues of this archetype use tricks and tactics to increase their luck.
Tricks of the Trade
You have proficiency in Deception, Sleight of Hand, and Gaming Sets. Your proficiency bonus is doubled for any ability check you make that uses one of these proficiencies or tools.
Bluff
When you make an attack roll, ability check, or saving throw, you can add your proficiency bonus to the result before learning if you have succeeded or failed. If the bluffed result is a failure, your next attack roll, ability check, or saving throw is made with disadvantage. You can use this feature up to three times per long rest.
Snake Eyes
When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and use the higher number. If the new result is also a 1, it is treated as a critical success.
Unlucky 13
When you roll a 13 on an attack roll, ability check, or saving throw, the next attack roll made against you is made with disadvantage.
Hot Streak
When you or an allied creature roll a 19 or 20 on an attack roll, ability check, or saving throw, their next attack roll, ability check, or saving throw is made with advantage.
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Posted Nov 4, 2023This is cool, but like snake eyes has barely any chance at all of ever coming up, so that should probably be changed. (It's basically useless right now) And unlucky 13 isn't nearly as rare, but rogues can basically get the same effect by taking a bonus action much more consistently, so that might also be better changed. But still, this is a very cool concept and subclass for sure.