Base Class: Rogue
Using your natural Charms and Personality to your advantage, you are able to manipulate Sleight of Hand tricks to gain the upper hand in any scenario.
Gambler's Palm
When you choose this archetype at 3rd level, you gain proficiency with the Dealer's Deck. A Dealer's Deck is a Special Thrown Weapon with the Finesse, Light and Two-Handed properties, as well as a Normal and Long attack range of 30 feet and 60 feet respectively. On a hit, a Dealer's Deck deals 1d4 Slashing damage. Attacks made with Gambler's Weapons use either your Dexterity modifier or your Charisma modifier (your choice) for Attack and Damage rolls. You can create a Dealer's Deck by spending 1 hour during a Short or Long Rest becoming acquainted with a deck of Playing Cards.
A Dealer's Deck counts as a Gambler's Weapon for you. Many of this archetype's features work only with Gambler's Weapons. You may choose additional weapons to be Gambler's Weapons at 5th, 11th, and 17th level in this class. The chosen weapons must have the Finesse property and lack the Heavy property to qualify for this feature.
In addition, you gain Proficiency with Sleight of Hand and Performance, if you are not already Proficient, and may add double your Proficiency Bonus to any check made with either skill.
Gambler's Tricks
Starting at 3rd level, you gain a resource known as Gambit points. You have a pool of Gambit points equal to half your Rogue level (rounded up) + your Charisma modifier. If a Gambit Maneuver requires a Saving Throw, the DC is equal to 8 + your Proficiency Bonus + your Charisma modifier. You regain all expended Gambit points at the end of a Long Rest. In addition, you regain one expended Gambit point if you score a Critical Hit with a Gambler's Weapon.
You may expend Gambit points to perform the following maneuvers:
Double or Nothing - When you take the Attack Action, you may expend a Gambit point to make an additional Attack with a Gambler's Weapon you are holding, as part of the same Action.
Three-Card Monte - As a Bonus Action, you may expend a Gambit point to target a location within 60 feet of you. You throw 3 cards on the point you choose and any creature who moves within 5 feet of the point, or starts its turn there, must make a Wisdom Saving Throw against your Dealer Save DC. On a failed save, the creature takes 1d8 Psychic damage and can't take Reactions until the start of your next turn. This ability lasts for 1 minute.
Elevator Card - As an Action, you may expend a Gambit point to distract close targets. Each humanoid within 5 feet of you must make a Wisdom (Insight) check contested by your Charisma (Performance) check. If a creature fails its Wisdom (Insight) check, the target has Disadvantage on Perception checks, the next Attack Roll against it has Advantage, and it can't take Reactions. These effects last for 1 minute, or 1 round if the target is hostile.
50/50 - As a Bonus Action, you may expend a Gambit point to flip a Coin. On a Tails, nothing happens. On a Heads, a creature of your choice within 10 feet of you is Stunned until the start of your next turn.
All In
Starting at 9th level, you have learned to use currency to your Advantage in combat. You are able to use Coins as a weapon, each type of Coin possessing different properties. You are Proficient in Attacks made with Coins and they count as a Gambler's Weapon for you. Coins have a Normal range of 40 feet and a Long range of 80 feet.
Copper Coin - 1d4 Piercing damage on a hit.
Silver Coin - 1d6 Piercing damage on a hit. The target takes additional damage equal to your Charisma modifier if it is an Undead, a Fiend, or possesses Lupin blood.
Gold Coin - 1d8 Piercing damage on a hit. The target must make a Wisdom Saving Throw with a DC equal to your Dealer Save DC. On a successful save, the target takes Psychic damage equal to your Charisma modifier. On a failed save, the target takes Psychic damage equal to 1d6 + your Charisma modifier at the start of each of its turns for 1 minute. The target may repeat this Save at the end of its turns, ending the effects on a success.
Platinum Coin - 1d10 Piercing damage on a hit. The target must make a Wisdom Saving Throw with a DC equal to your Dealer Save DC. On a successful save, the target takes Psychic damage equal to 1d10 + your Charisma modifier. On a failed save, the target takes Psychic damage equal to 2d8 + your Charisma modifier and is Stunned until the end of your next turn.
Electrum Coin - 2d8 Piercing damage on a hit. The target must make a Constitution Saving Throw with a DC equal to your Dealer Save DC. The target makes the Saving Throw with Disadvantage if it is missing more than half of its Maximum Hit Points. On a successful save, the target takes 1d10 Necrotic damage and 1d10 Psychic damage. On a failed save, the target takes 3d10 Necrotic damage and 3d10 Psychic damage and is Paralyzed until the end of your next turn.
In addition, you may Attack twice instead of once when you take the Attack Action on your turn, but only with Gambler's Weapons, and Attacks made with Gambler's Weapons are considered magical for the purpose of overcoming resistance and immunity to nonmagical weapons.
Natural Talent
By 13th level, you have learned to implement your Personality into your Dexterous maneuvers. When you roll damage for a Gambler's Weapon, you may add both your Charisma modifier and your Dexterity modifier to the damage dealt.
In addition, when you roll damage for a Gambler's Weapon, you may expend 2 Gambit points to negate the roll and instead deal maximum damage.
Ace in the Hole
When you reach 17th level, you are a master of misdirection. When you miss an Attack Roll, you may add a Bonus to the roll equal to your Proficiency Bonus + your Charisma modifier, potentially causing the Attack to hit. If this feature causes the Attack to hit, the target takes additional Psychic damage equal to 1d12 + your Charisma modifier.
Alternatively, if you fail a Skill Check or Saving Throw, you may use this feature to flip a Coin. On a Tails, you gain a Bonus to the roll equal to your Charisma modifier. On a Heads, the Skill Check or Saving Throw is considered a Critical Success.
You must finish a Short or Long Rest before using this feature again.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
6/10/2019 2:45:13 AM
|
9
|
0
|
--
|
Coming Soon
|
|
|
6/10/2019 5:04:55 AM
|
22
|
0
|
--
|
Coming Soon
|
Comments