Base Class: Rogue
Within the ranks of rogues, those who tread the path of the Gambit stand out for their extraordinary prowess in wielding enchanted cards. With each flick of their wrist, they unleash a relentless storm of empowered projectiles, turning ordinary playing cards into lethal weapons capable of piercing armor and ensnaring their adversaries with potent magical effects. This mastery of ranged combat is complemented by their innate affinity for luck and chance.
Beyond the chaos of battle, the Gambit's talents extend to the gaming table, where their skill in card games is unmatched. They possess an intuitive understanding of the ebb and flow of fortune, effortlessly manipulating the cards to their advantage and turning the tide of games with a well-timed play or a cunning bluff. With their unparalleled combination of precision, luck, and cunning, the Gambit navigates the world with an air of confident swagger, always ready to turn any situation to their favor, whether amidst the chaos of combat or the thrill of a high-stakes game.
Imbued Deck
Upon selecting this subclass at 3rd level, you gain the ability to imbue magic into a deck of cards. A card acts as a simple melee weapon that you are proficient with, and has the Finesse, Light, and Thrown (range 20/60) properties. On a successful hit, the target takes 1d4 magical piercing damage. The card’s damage increases when you reach 5th level (1d6), 11th level (1d8), and 17th level (1d10).
Gambit Pool
When you choose this subclass at 3rd level, you gain a pool of Gambit points equal to your proficiency bonus, and regain all expended points on a long rest.. When you hit a creature with your playing cards, you can choose to spend a point to roll on the Gambit table. If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Charisma modifier.
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d4 |
Effect |
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1 |
Hearts, you gain 1d12 temporary hit points. |
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2 |
Clubs, the target must succeed a dexterity saving throw or its speed is reduced to 0 until the start of your next turn. |
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3 |
Diamonds, the target takes an extra 1d12 fire damage. |
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4 |
Spades, the target must succeed on a dexterity saving throw or be blinded until the start of your next turn. |
Poker Face
You gain the ability to better protect yourself using your magical deck. Beginning at 9th level, as a bonus action, you can fling your deck of cards in the air for them to float around you. For 1 minute, you have a bonus to your AC equal to your Charisma modifier. In addition, whenever you are attacked, regardless of if you take damage, you can use your reaction to fling a card at the attacker. You can use this ability once per short rest.
Base Deal
You have learned how to deal swiftly from the bottom of your deck as if you were dealing from the top. Beginning at 9th level, whenever you roll on the Gambit table, you can roll the die twice and choose which of the two effects to unleash. If you roll the same number on both dice, you can ignore the number and choose any effect on the table.
A Bit of Luck
You have played so many hands, that you have learned how to sway the odds in your favor. Beginning at 13th level, you gain the ability to cast silvery barbs without a spell slot. You can use this ability a number of times equal to your Charisma modifier (minimum 1) per long rest.
Misdeal
You have slung so many cards that, under the right circumstance, you can deal more than one card with none the wiser. Beginning at 13th level, whenever you roll a natural 20 to hit a creature, you can immediately make one more attack against the same target. Any successful attack you make using this ability gains an effect from the Gambit table as if you spent a Gambit point.
House Advantage
You have reached a point where you leave nothing to chance. Beginning at 17th level, whenever you use your Poker Face ability, you gain an amount of Gambit points equal to your Charisma modifier (minimum 1). In addition, while your cards are flying around you, when you spend a gambit point to roll on the Gambit table, and you roll the die twice, you gain both effects. If you roll the same number on both dice, you can ignore the number and choose any two effects on the table.
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