Base Class: Warlock
Kruiskop City, a gambler’s haven, is a city dedicated to the God of luck and gamble, said to have existed since the dawn of time. You won’t easily find this city, as it is on its own plane of existance and needs a “ticket” to be allowed in. This ticket is a magic item, a card with the symbol of the God Kruiskop. Once obtained you need to travel to Neverwinter and activate it. The moment you do, the card slowly burns, as some sort of fog is emitted, completly engulfing you. When you open your eyes, you’ll see a city trapped in perpetual night with beautiful red lanterns floating in the sky. All around you hear cheers, laughters, the clinking of glasses from the nearby tavern, the sound of cards being shuffled, chips being thrown, and the subtle yet familiar sound of jazz music. Yes, you’re in the right place. This whimsical city has the so called Blessing of Kruiskop, which makes every bet, wager or any sort of gamble happening in the city, magically bound as long as there is mutual agreement. You can’t back down on your word, nor can you promise something you don’t have. The layout of the city may seem overwhelmingly complex at first, but you’ll find your way around. What may confuse you at first is the absence of real borders, meaning there is no way out of the city. If you walk to the last house in the north, you’ll find yourself in front of the last house in the south. But don’t worry, you are allowed to leave whenever you want, just remember that to find your way back in, you must find another ticket, and they don't just hand them out on street corners. The best gamblers in the city are granted favors by the God, and in rare cases, you might even have a rendezvous with Kruiskop himself, and who knows, he might take a liking on you…
Expanded Spell List
The Gambler lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Fiend Expanded Spells
| Spell Level | Spells |
|---|---|
|
1st |
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2nd |
Fortune's Favor, [spell]Wristpocket[/spell] |
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3rd |
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4th |
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5th |
Con man
At 1st level due to your experience as a gambler you gain proficency in gaming sets (which also become your spellcasting focus), deception and sleight of hands.
Being very subtle while cheating is also a gamble in itself, that's why you honed your spellcasting to the point where you can ignore the verbal and somatic components of the spells you use, granted you pass a Sleight of Hand check against the Insight of the target(s).
Charm of the Bettor
Even or Odds
When the Chips Are Down
At 10th level, when brought down to 0 HP but not killed outright, a coin with the symbol of your patron will appear from your sleeve into your hand, flip it and if the side of your choosing comes out, your patron will allow you to cheat death itself by leaving you instead at 1 HP.
Immediately as a reaction you are granted a free attack and your movement won't provoke attack of opportunities.
You can use this feature a number of times equal to your intelligence modifier per long rest.
Experienced Gambler
Your experience in the shady path of the gambler gave you a strong mind and keen senses.
You now have resistance to psychic damage and you gain the benefits of the Alert feat.
Avatar of the Cards
At 14th level your patron gave you a unique set of cards imbued with magic, as a bonus action summon an illusory image of a king, a queen or a jack (or all three) by drawing a card from the deck:
• Full house (roll a 6 on a d6 to summon all 3)
• The King (roll a 5)
• The Queen (roll a 4)
• The Jack (roll a 3)
• The Fool (roll a 2.. Nothing happens, but you can try again next round)
• The Joker (roll a 1. Nothing happens, but you can't use the feat again until you have a long rest)
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