Base Class: Rogue
Audacious are those who would entrust such weighty matters to chance, unless, of course, they hold the power to shape the very currents of destiny. Gamblers, adept artisans of strategy and luck, deftly employ their mystical fortunes to consistently emerge victorious both at the casino table and among the fray of combat.
Cardsharp
3rd Level Gambler Feature
You know your way around a deck of cards, or any other gaming set, for that matter. You gain proficiency with all gaming sets. Moreover, while you are holding a deck of cards, you can use them as an improvised weapon that you have proficiency with. They deal 1d4 slashing damage and have the Finesse and Thrown properties, with a range of 20/60 ft.
Loaded Dice
3rd Level Gambler Feature
You possess a font of manipulated luck that is represented by your Loaded Dice, which are a pool of d6's equal to your Sneak Attack dice, that fuel various luck-based abilities you have, as shown below.
When you finish a long rest, roll your Loaded Dice, and record the numbers rolled, as some of your abilities allow you to add the rolled results to their effects. When you finish a long rest while you have any Loaded Dice that are unused, you lose them. As a bonus action, you can regain two expended Loaded Dice, or reroll two Loaded Dice already in your pool - once you do so, you can't do so again until you finish a long rest.
Dice Swap. When you roll your Sneak Attack dice, you can choose to replace the value of any of the dice you roll with the value of your Loaded Dice, turning the Sneak Attack dice you replace into new Loaded Dice, which you keep.
Lucky Break. When you or an ally you can see within 30 ft. of you fails an ability check, you can use your reaction to expend one of your Loaded Dice and add its value to the check, potentially turning a failure into a success.
Wild Card. When you deal your Sneak Attack damage to a creature from an attack using a deck of cards, you can expend one of your Loaded Dice to roll a d4, and cause an additional effect determined by the number rolled, as shown on the Wild Card table. If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Dexterity modifier.
Wild Card
| 1d4 (Card Suit) | Effect |
| 1 (Spades) | The target must succeed on a Constitution saving throw or have the Blinded condition until the end of its next turn. |
| 2 (Clubs) | The target must succeed on a Strength saving throw or have the Prone condition. |
| 3 (Hearts) | You gain a number of temporary hit points equal to half the damage dealt. |
| 4 (Diamonds) | The target takes additional damage equal to half the Sneak Attack damage rolled. |
Pocket Aces
9th Level Gambler Feature
You luck is starting to blossom even more. You gain two new abilities that use your Loaded Dice:
Joker Wild. You can expend a Loaded Die to cast the Misty Step spell. When you do, you gain a bonus to AC equal to the die's value until the start of your next turn.
Reshuffle. When you roll initiative, you can expend one of your Loaded Dice to add its value to your roll. Alternatively, you can swap your initiative with the initiative of one willing ally that you can see that is also in the same combat.
Showstopper
13th Level Gambler Feature
You can turn someone's suspected success into a terrible failure. When a creature you can see within 30 ft. of you make an attack with advantage, or scores a critical hit, you can use your reaction to have the attack be rolled with disadvantage instead, ignoring the advantage if the attack had it. Until the end of your next turn, all attacks you make against that creature are made with advantage.
Once you use this feature, you can't use it again until you finish a long rest, unless you expend three of your Loaded Dice to do so again before then.
Jackpot
17th Level Gambler Feature
You have mastered the art of exploiting chance. When you roll damage for your Sneak Attack, you can choose to deal the maximum amount of damage instead of rolling.
Once you use this feature, you cannot use it again until you finish a long rest, unless you expend six of your Loaded Dice to do so again.
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