Base Class: Fighter
You are incredibly knowledgeable and skilled in card throwing, hand-to-hand combat, and using a bō staff. The Gambit is known to charge playing cards and other objects with kinetic energy, using them as explosive projectiles.
Spellcasting
You gain the ability to cast bard spells using CON as your spellcasting modifier.
Kinetic energy manipulation
You gain proficiency with improvised weapons. Attacks done with improvised weapons and quarterstaffs deal an additional 1d8 damage. You can cast bard spells using Constitution as your spell-casting modifier. A deck of cards is your spell focus. Functionally you are a half-caster. You gain advantage on Charisma, Wisdom, and Intelligence saving throws.
Brawler's Gambit
Starting at 7th level, you can add half your Constitution modifier to your unarmed strikes and firearm attacks. In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Constitution modifier. Acrobatics checks also have this property.
Energy sense
At 10th level, you gain blindsight out of a range of 30ft.
Blind Fighting
You have blindsight with a range of 30 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
Telepathic Immunity
Starting at 15th level, when you fail a Cha, Int, or Wis saving throw you can choose to save instead. This ability can only be used once per short or long rest.
Kinetic healing
At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points.
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