Base Class: Warlock
There are always those that like to tempt fate, to lay everything on the line for nothing more then the chance to win or lose. Calculating, Thrill Seeking, Impetuous, and willing to bet it all on a game of chance. These are the kind of mortals that The Gambler likes to sponsor. Granting them the ability to play out their confrontations, and the random luck to either make or break them.
Expanded Spell List
You add these spells to the list of spells you can choose to know.
Gambler Expanded Spells
2nd: Mirror Image, acid arrow
3rd: Blink, lightning bolt
4: confusion, Freedom of Movement
Natural Gambler
You are skilled at all games of chance. You have proficiency in all gaming sets and add twice your proficiency bonus to all game set ability checks.
Hold em or fold em
The gambler encourages risk taking, but enjoys when that risk is used skillfully and rewards those who ride that line with style.
Starting at first level, when you would make any d20 roll you may instead roll two dice. You choose to take the lower or higher die, if you choose the lower die you can hold the higher roll until you take a short rest, but you can only hold one die at a time. When you would make a roll you can instead choose to use the held die instead of rolling, you must decide to use this ability before you roll. If you choose to hold a new die while already holding a die you lose the first die you were holding. You can use this number of times per day equal to your proficiency modifier and regain uses after a long rest. Additionally when you roll with advantage you can choose to hold the higher of the two dice without spending a use of this ability.
Know when to walk and when to run
By 6th level you have learned when to walk with purpose and swagger and when you need to make a quick get away.
Gain a 20' bonus to your base walking speed. once per long rest as a movement action you can teleport up 100' per level away. You do not need to see where you are going, and you will not be teleported into solid object, however if you can not appear safely next to the object the ability will not work. when you choose to teleport this way you lose your bonus movement speed until you take a long rest.
Bluff to win
At level 10 The art of concealing a bad hand is one you have truly mastered to the point you can apply it to all hands you've been dealt even outside of a game. you gain proficiency in deception, if you are already proficient you gain expertise.
Whenever you fail a saving throw, ability check, or skill check other then deception you can use your reaction to try and bluff reality into thinking you succeeded by making a deception check with a dc equal to the original dc plus the amount you failed by. If you succeed then you succeed on the roll you were bluffing for. You can use this ability once and it refreshes after a long rest or whenever you roll a natural 20
Better Lucky then good
at level 14 You know how to take a small bit of luck and milk it for all it's worth. Whenever you roll with advantage roll 3 dice instead of two.
When you roll a natural 20 you go on Hot Streak for 1 minute per level. If you you roll a natural 1 on a d20 your hot streak ends early, but you do not have to take the natural 1. While on a hot streak all d20 rolls you make have advantage, and if you would roll damage you roll twice the amount.
Previous Versions
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1/20/2024 6:47:56 PM
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