Fighter
Base Class: Fighter

Some people make their way through the world by the strength of their sword arm or the sharpness of their mind, the gambler coasts through life riding streaks of luck wherever the wind may take them. They are skilled in the art of the bluff as well as the ability to detect lies and are proficient in the quick and deadly use of guns as a means of attack. Additionally, the gambler has a deck of enchanted cards that they can deploy to volatile and unpredictable effect. Step up to the table and roll the dice and may lady luck be always on your side.

Firearm Proficiency

Starting when you choose this archetype at 3rd level, you gain proficiency with firearms, allowing you to add your proficiency bonus to attacks made with firearms.

Roll Dem Bones

Your gambling nature causes you to approach life as if it's all a game of chance. For any action, save, or check roll, after the initial roll total roll 2d6 and add the resulting number to your total. If you roll doubles, subtract that number from your total. If you roll snake eyes, the roll automatically becomes a critical fail. You do not roll these dice for initiative or damage rolls.

Luck of the Draw

You carry a deck of cards that you can throw at an enemy for additional damage. Some of these cards are enchanted an can generate additional random magical effects. Once, after a successful weapon attack you throw a card at your target that deals 1d6 bonus piercing damage. This card always hits and once the damage is applied the DM can have you roll a d20. If the total of that roll is an odd number, roll on the Wild Magic Surge table for an additional effect.  If that effect is a spell and if it normally requires concentration, it doesn’t require concentration in this case; the spell lasts for its full duration. Any even number total results in no additional effect.

Wild Magic Surge

d100

Effect

01–02

Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.

03–04

For the next minute, you can see any invisible creature if you have line of sight to it.

05–06

A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later.

07–08

You cast fireball as a 3rd-level spell centered on yourself.

09–10

You cast magic missile as a 5th-level spell.

11–12

Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow.

13–14

You cast confusion centered on yourself.

15–16

For the next minute, you regain 5 hit points at the start of each of your turns.

17–18

You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face.

19–20

You cast grease centered on yourself.

21–22

Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw.

23–24

Your skin turns a vibrant shade of blue. A remove curse spell can end this effect.

25–26

An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight.

27–28

For the next minute, you can make a weapon attack using your bonus action.

29–30

You teleport up to 60 feet to an unoccupied space of your choice that you can see.

31–32

You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied.

33–34

Maximize the damage of the weapon attack made within the next minute.

35–36

Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older.

37–38

1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute.

39–40

You regain 2d10 hit points.

41–42

You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts.

43–44

For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns.

45–46

You cast levitate on yourself.

47–48

A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later.

49–50

You can’t speak for the next minute. Whenever you try, pink bubbles float out of your mouth.

51–52

A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to magic missile.

53–54

You are immune to being intoxicated by alcohol for the next 5d6 days.

55–56

Your hair falls out but grows back within 24 hours.

57–58

For the next minute, any flammable object you touch that isn’t being worn or carried by another creature bursts into flame.

59–60

You can cast a sorcerer cantrip as a bonus action on your next turn.

61–62

For the next minute, you must shout when you speak.

63–64

You cast fog cloud centered on yourself.

65–66

Up to three creatures you choose within 30 feet of you take 4d10 lightning damage.

67–68

You are frightened by the nearest creature until the end of your next turn.

69–70

Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell.

71–72

You gain resistance to all damage for the next minute.

73–74

A random creature within 60 feet of you becomes poisoned for 1d4 hours.

75–76

You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn.

77–78

You cast polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell’s duration.

79–80

Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.

81–82

You can take one additional action immediately.

83–84

Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.

85–86

You cast mirror image.

87–88

You cast fly on a random creature within 60 feet of you.

89–90

You become invisible for the next minute. During that time, other creatures can’t hear you. The invisibility ends if you attack or cast a spell.

91–92

If you die within the next minute, you immediately come back to life as if by the reincarnate spell.

93–94

Your size increases by one size category for the next minute.

95–96

You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute.

97–98

You are surrounded by faint, ethereal music for the next minute.

99–00

You and all your allies regain 2d10 hit points.

 

Quickdraw

When you reach 7th level, you add your proficiency bonus to your initiative. You can also stow a firearm, then draw another firearm as a single object interaction on your turn.

Lady Luck

Upon reaching 10th level, your luck takes on a life of its own. Your luck can get bonuses for success or failure depending on your current streak. Add luck streaks to your roll totals. After three successful rolls (either attack, check, or save) any subsequent rolls gain a +1 to their roll total that stacks with each successful roll. Additionally, after three failed rolls (either attack, check, or save) any subsequent rolls get a -1 to their roll total that stacks with each failed roll.

Cant Shit a Shitter

Starting at 15th level, you have mastered the art of the bluff. Add +10 to your roll total for any check for deception, also add +10 to your roll total for any insight check against being lied to.

Fan the Hammer

Upon reaching 18th level, your skill with a gun allows you to rapid fire your weapon to devastating effect. When you connect with a ranged attack using a firearm, you can choose to rapid fire all six shots from your gun. On a successful hit make six damage rolls with the final roll being a critical damage roll and deal the combined total as successful. This feature can be used twice per long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
1/5/2023 12:30:49 AM
1
1
5
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes