Base Class: Fighter
The Gambler is a high-risk, high-reward Fighter subclass inspired by luck, chance, and the ability to gamble for extraordinary gains. However, with great power comes great risk, and as a Gambler, every ability has the potential to backfire if luck isn’t on your side. What makes this subclass truly unique is its dependence on chance mechanics like flipping coins, rolling dice, and drawing cards, along with the ability to manipulate stats and skills in ways no other Fighter can.
However, the Gambler is always walking a fine line: if you are knocked out (reduced to 0 hit points) or outright killed, you must make a Charisma Saving Throw to retain your rewards, boons, and abilities earned through gambling. The DC for this saving throw is calculated as (8 + Gambler level - Luck modifier). Failure results in a stat reset, losing all bonuses, buffs, and resources gained through gambling until you can regain them.
Subclass Overview
Key Features:
- Lucky Coin mechanics (core of the class, flipping for buffs and debuffs)
- High-risk, high-reward abilities (randomized effects, borrowing/lending stats)
- Stat reset on death or being knocked unconscious, avoidable with a Charisma saving throw
- A balance between social and combat skills, using bets and wagers to take advantage of opponents
Level 3: Lucky Coin
At 3rd level, you gain the Lucky Coin ability, the hallmark feature of the Gambler subclass. As a bonus action, you can flip a coin (a physical coin or virtual) to determine whether luck favors you or not. The outcome of this flip determines whether you receive a beneficial buff or a negative debuff:
- Heads (Success): You receive one of the following benefits (choose or roll randomly):
- Your AC increases by your Proficiency Bonus for 1 minute.
- Gain advantage on your next attack.
- Heal hit points equal to your Fighter level + your Charisma modifier.
- Tails (Failure): You suffer one of the following penalties (choose or roll randomly):
- Your next attack is made with disadvantage.
- Disadvantage on your next saving throw.
- Lose hit points equal to your Fighter level + your Constitution modifier.
You can use the Lucky Coin a number of times equal to your Proficiency Bonus, and regain all uses after a long rest.
Level 3: Lucky Spellcasting
Lucky Spellcasting: The Gambler Fighter's Unique Arcane Focus
As part of the Gambler Fighter subclass, a defining feature is their reliance on luck and chance in combat, and this extends to their half-caster spellcasting abilities. Instead of traditional arcane focuses like wands or staves, the Gambler Fighter uses a set of dice, a deck of cards, or a coin as their arcane focus. Each of these focuses plays into the Gambler's luck-driven theme, allowing them to manipulate chance and fate in powerful and unpredictable ways. This form of spellcasting is called Lucky Spellcasting.
Arcane Focus Options
The Gambler Fighter chooses one of three arcane focuses that align with their luck-based abilities:
- Set of Dice: Represents the randomness of fate and the roll of chance.
- Deck of Cards: A symbol of the Gambler's ability to draw fortune or disaster.
- Coin: Represents the dual nature of luck, where the outcome can be binary—success or failure.
Each focus provides unique thematic effects when casting spells, based on how the Gambler uses it during casting.
How Lucky Spellcasting Works
When casting spells, the Gambler Fighter must manipulate their chosen arcane focus, adding an element of randomness to the spell’s effect. They rely on luck to enhance their magic, and the results of their focus roll can either amplify the spell’s power or introduce unexpected consequences.
1. Dice as Arcane Focus
When using Dice as an arcane focus, the Gambler Fighter rolls a set of dice (typically 1d6, but it can be larger depending on spell level) after casting a spell. The result of the dice determines an additional effect applied to the spell:
- 1: The spell fails. The Gambler takes damage equal to half the spell's level (rounded down).
- 2: The spell functions as normal but with no additional effect.
- 3-4: The spell’s effect is enhanced. Add the roll to any healing or damage done by the spell.
- 5-6: The spell is empowered. The target suffers disadvantage on any saving throw against the spell or, if it’s a beneficial spell, the caster or ally gets advantage on the next attack, save, or ability check.
- Natural Maximum (6, etc.): The spell hits critical success. Double the spell’s effect (similar to critical damage in physical combat).
Usable by your charisma modifier Per Long Rest
2. Deck of Cards as Arcane Focus
When using a Deck of Cards, the Gambler Fighter draws a card after casting a spell. Each suit and rank of the card determines different bonuses or drawbacks:
- Hearts (♥): Increase the healing or damage dealt by the spell by 1d8. If no healing or damage is involved, the spell lasts 1 additional round.
- Diamonds (♦): Gain temporary hit points equal to the spell level.
- Clubs (♣): The spell’s range is doubled or its area of effect increases by 10 feet.
- Spades (♠): The spell forces an enemy to roll at disadvantage on any saving throw against it.
- Face Cards (J, Q, K, A): Empower the spell by allowing the Gambler Fighter to cast it without using a spell slot (1 time per long rest for any face card).
- Joker (optional card): The spell misfires, causing random or chaotic effects based on the DM’s discretion (e.g., switching targets, reversing the spell’s effect, or applying random magical conditions).
Usable by your charisma modifier Per Long Rest
3. Coin as Arcane Focus
Using a Coin offers a binary result: heads or tails. After casting a spell, the Gambler Fighter flips their coin. The result determines if the spell receives a bonus or drawback:
- Heads: The spell works as intended but with an added positive outcome. Double the spell’s duration or add 1d6 to its damage/healing or spell save DC.
- Tails: The spell still succeeds but at a cost. The Gambler Fighter suffers disadvantage on their next saving throw or attack roll, or takes 1d4 psychic damage.
Lucky Spellcasting Mechanics
- Flexible Focus: Gambler Fighters are not limited to just one type of focus. They can choose any of the three at the start of each day or after a long rest, providing variety and keeping their spellcasting dynamic.
- Luck Stat Synergy: The Gambler Fighter’s spellcasting is linked to their Charisma, but a unique mechanic involves their Luck Stat (similar to the Lucky feat). If a Gambler Fighter has a Luck Stat or Lucky feat, they may reroll any focus result (once per short rest), tipping the odds in their favor.
Balance Between Risk and Reward
The Lucky Spellcasting mechanic embodies the essence of the Gambler Fighter—high-risk, high-reward gameplay. While they have access to powerful spells and buffs, every cast introduces an element of chance that can lead to catastrophic failure or brilliant success. This keeps their combat style unpredictable, yet exciting, as each spell could either make or break the outcome of a fight.
Level 3: High Stakes Bet
You gain the High Stakes Bet feature, which allows you to engage opponents in games of chance for high stakes. You can propose a wager to another creature, which can range from simple games (e.g., Rock-Paper-Scissors, card games) to complex challenges (e.g., duels or survival games).
- Stakes: These games can result in gaining or losing gold, stats, items, or other resources, depending on what both parties agree upon.
- Moderator: A neutral third party can be appointed to ensure fairness, especially in formal settings like combat. If the target of the High Stakes Bet denies or refuses a deal or to engage in general you can make a persuasion (Charisma) check challenged by the target's charisma saving throw.
- Betting: The games can be short-term (decided in a matter of seconds) or long-term (e.g., survival games lasting an entire encounter).
This feature encourages social interactions, negotiation, and creativity in combat scenarios, especially when stakes are high.
Level 7: Borrow
At 7th level, the stakes increase as you gain the ability to Borrow stats (ability scores you can only take as many points as half your fighter level rounded down), skills (proficiencies), feats, spells, or items from your allies. With a verbal agreement, you temporarily drain an ally of their resources and transfer them to yourself, gaining their power for 5 minutes within the duration of an encounter.
- After the encounter ends, you must "repay" the borrowed stats with interest by deducting from any rewards you gained during the fight (such as treasure, XP, or spell slots).
Level 10: Lend & Golden Lucky Coin
At 10th level, you can now reverse the process of borrowing and Lend your own stats, skills, feats, spells, or items to allies in your party. This allows you to empower allies temporarily, though the same repayment system applies—after the encounter, the ally must repay you by deducting from their rewards.
Additionally, at 10th level, you receive the Golden Lucky Coin. This allows you to draw cards from a Gambler’s Skill/Spell Table. When you use the Golden Lucky Coin, you can draw three cards from this table, each card acting as a consumable item that grants you powerful abilities for the 5 minutes after being activated, which isn't inherently when drawn but the cards only last until the end of your next Long Rest.
You can use the Golden Lucky Coin once per long rest, gain additional used at levels 13, 15, and 16.
Golden Lucky Coin Card Pull Table:
|
d12 |
Card Drawn |
Effect |
|
1 |
Ace of Spades |
Shadow Step: Gain the ability to teleport up to 30 feet to an unoccupied space you can see, once per round, for the next hour. |
|
2 |
Two of Diamonds |
Double Down: Double the Gambler’s current hit points. Temporary hit points last until expended or until 1 hour passes. |
|
3 |
Three of Clubs |
Fate’s Favor: Gain advantage on all attack rolls, saving throws, and ability checks for the next minute. |
|
4 |
Four of Hearts |
Second Wind x4: Gain 4 uses of the Fighter’s Second Wind ability, which must be used within the hour or are lost. |
|
5 |
Swift Fortune |
|
|
6 |
Fateful Counter |
|
|
7 |
Seven of Diamonds |
Stat Steal: Choose an enemy within 30 feet. You may "steal" 3 points from one of their ability scores and add it to your own for 1 hour. The enemy’s stat is reduced by the same amount. |
|
8 |
Eight of Hearts |
Lifeblood Revival: Regain half of your maximum hit points immediately. |
|
9 |
Nine of Clubs |
Skill Borrow: Temporarily "borrow" a feat or Spell from an ally or enemy for 1 hour. You gain proficiency and expertise in that skill. |
|
10 |
Jack of Spades |
Backstab Bonus: Gain an additional attack per round for the next hour. This extra attack deals an additional 1d10 damage on a hit. |
|
11 |
Queen of Diamonds |
Stat Boost: Gain a +4 bonus to any one ability score of your choice for 1 hour (does not stack with other buffs to the same stat). |
|
12 |
King of Hearts |
Divine Intervention: For the next 10 minutes, all healing effects on the Gambler are maximized, and healing spells cast by the Gambler restore maximum hit points. |
Golden Lucky Coin - Explanation of Drawn Cards:
- Ace of Spades: A utility card granting the Gambler the ability to teleport to an advantageous position in battle or exploration.
- Two of Diamonds: A powerful temporary hit point buffer that could potentially double the Gambler's hit points during combat, providing an extra layer of survivability.
- Three of Clubs: For a short time, the Gambler gains advantage on all crucial rolls, increasing their chances of success in nearly any situation.
- Four of Hearts: Multiple uses of the Second Wind ability to recover hit points in battle, giving more endurance in tough fights.
- Swift Fortune: Gain a hateful card pull.
- Fateful Encounter: A counterattack using a dice roll.
- Seven of Diamonds: Stat Steal provides a direct debuff to enemies while boosting the Gambler’s own stats, temporarily enhancing their combat prowess.
- Eight of Hearts: Provides immediate healing, great for survival in combat.
- Nine of Clubs: Allows the Gambler to temporarily "borrow" a skill from another creature, potentially gaining abilities they wouldn’t normally have access to.
- Jack of Spades: Adds a powerful Backstab Bonus with an extra attack and bonus damage, making the Gambler lethal for the duration.
- Queen of Diamonds: The Stat Boost increases any chosen ability score, helping with saving throws, attack rolls, and more.
- King of Hearts: Maximizes all healing effects, ensuring that the Gambler stays in peak condition during dangerous fights.
Rules for Golden Lucky Coin:
- The Gambler can use the Golden Lucky Coin once per long rest, usages increase by levels 13, 15, and 17.
- The Gambler draws three cards each time they use the Golden Lucky Coin.
- Effects last for 1 hour unless otherwise stated or until expended.
- The Golden Lucky Coin pull cannot be influenced by the Luck stat or other modifiers.
This ability offers a range of powerful, randomized effects that can turn the tide of combat or provide incredible utility, emphasizing the Gambler Fighter’s luck-based nature while maintaining high risk and high reward gameplay.
You can use Lucky Slot once per long rest.
Level 15 Feature: Lucky Man's Gambit
At Level 15, the Gambler Fighter gains the Lucky Man's Gambit ability. This feature allows the Gambler Fighter to make a powerful attack with a potential to gain additional effects based on the outcome of a roll, emphasizing their martial prowess while maintaining a connection to the theme of luck.
Lucky Man's Gambit:
- Lucky Strike: Once per turn as a bonus action, when the Gambler Fighter makes a weapon attack, they can choose to roll a d6 in addition to their normal attack roll. The result of the d6 can grant additional effects based on the outcome:
- 1: The attack is a failure. The Gambler Fighter takes damage equal to the weapon's damage roll.
- 2: The attack hits but deals half the damage. The target is pushed back 15 feet.
- 3: The attack hits and deals normal damage. The Gambler Fighter gains temporary hit points equal to half the damage dealt.
- 4: The attack hits and deals normal damage, and ignores resistances, and immunities. The Gambler Fighter can take an additional bonus action immediately after this attack.
- 5: The attack is a critical hit, dealing double damage and inflicting disadvantage on the target's next attack roll.
- 6: The attack hits and deals and additional d6 of the damage type. The Gambler Fighter can roll again on this table and apply the result of the new roll within the same turn.
- Martial Luck: Whenever the Gambler Fighter successfully uses Lucky Man's Gambit, they gain advantage on their next attack roll or saving throw within the same round.
- Recharge: After using Lucky Man's Gambit, the Gambler Fighter must finish a short rest to use it again.
Summary:
Gambler's Gambit maintains the theme of luck while providing a strong martial capability, allowing the Gambler Fighter to weave chance into their combat style. It emphasizes the fighter's role in a party and offers exciting options in battles. This feature should make for memorable and impactful moments in gameplay, reflecting the high-stakes nature of a gambler.
Level 18: All or Nothing
At 18th level, you gain the ultimate ability of a Gambler: All or Nothing. You can risk everything in one final, decisive moment. As an action, you flip a Golden Lucky Coin.
- Success (Heads): All of your attacks in the next turn deal maximum damage and you gain resistance to Magical Bludgeoning, Piercing, and slashing damage as well as Fire, Cold, and Poison damage types. All enemies within 30 feet of you must make a Wisdom saving throw (DC = 8 + your Charisma modifier + your Proficiency Bonus) or be stunned for 1 round.
- Failure (Tails): You fall to 0 hit points immediately, and must succeed on your Charisma saving throw or lose all bonuses, boons, and rewards gained by gambling since your last long rest.
You can only use All or Nothing once per long rest.
Level 18: Risky Royal Flush
At 18th level, the Gambler Fighter gains access to a special ability called "Risky Royal Flush". Once per long rest, they can draw from their Arcane Focus, if a Deck of Cards, and gain powerful effects based on the card pulled. The Gambler can take this action as a bonus action and each card has unique and potent benefits, though at great risk and cost.
Mechanics:
- Cost: The Gambler uses a bonus action to draw a card from their Arcane Focus deck (or roll 1d20)
- Duration: Effects last 1 minute.
- Once per Long Rest.
Card Effects:
- Joker (Insane Power, Extreme Cost or 15):
- Effect: The Gambler enters a state of heightened melee prowess, gaining the following benefits:
- Melee damage increases by dice an amount equal to their Charisma modifier.
- Advantage on all attack rolls.Additional Extra attack.
- Cost: This comes at the cost of severe collateral damage:
- Recoil Damage: The Gambler takes damage equal to 20% of the total damage they deal to enemies during the effect.
- Nearby Allies Harmed: Allies within 15 feet take damage equal to half of the recoil damage dealt to the Gambler.
- HP Loss: The Gambler loses 15% of their total HP when the effect ends is it is not regained until a Long Rest.
- Jack (Tactical Reaction or 12):
- Effect: The Gambler gains a +3 bonus to AC and 2 reactions for the duration.
- The Gambler gains a special reaction: "Defensive Gambit", which allows them to:
- Remove an ally from harm by pulling them out of an enemy's line of attack, reducing the damage the ally would take to 0.
- Cost: Every use of Defensive Gambit reduces the Gambler’s movement speed by 10 feet for the duration, and they suffer disadvantage on attack rolls until the start of their next turn. It can only be used Once every 3 Rounds until the duration of the Jack effect has ended.
- Queen (Healing and Support or 13):
- Effect: The Gambler gains the power to heal and restore allies.
- As a bonus action, the Gambler can restore an ally's hit points by 3d10 and replenish expended hit dice equal to the Gambler's Charisma modifier.
- Alternatively, the Gambler may replenish one resource such as spell slots (1 slot of up to 4th level), ki points, or similar resources.
- Cost: The Gambler suffers disadvantage on melee attacks and their movement speed is halved for the duration.
- King (The Royal Commander or 14):
- Effect: The Gambler gains temporary hit points equal to 2 times their Fighter level and gains a +2 bonus to all attack rolls and an additional 1d6 to damage rolls for the duration.
- Additionally, the Gambler may roll again and assign one of the drawn card effects (Joker, Jack, Queen, or King) to an ally within 200 feet, allowing them to benefit from the card’s effect without any cost.
- Cost: The Gambler cannot make an attack of opportunity while this ability is active, and has disadvtangae to saving throws towards spell effects.
- Number Card (1-11) (Risky Draw):
- Effect: The Gambler loses Hit Points equal to the number on the card + their Charisma modifier + their character level.
- Effect on Enemy: The strongest hostile creature within 60 feet of the Gambler gains temporary hit points equal to the lost amount, and gains additional attacks that turn equal to the number on the card (up to a maximum of 10 attacks).
Notes:
- This feat allows the Gambler to play with extreme power at high risk, giving strong buffs but often at the cost of their own health or the safety of their allies. It emphasizes the Gambler Fighter's high-risk, high-reward playstyle, fitting for a 18th-level feat
Charisma Saving Throw on Death/Knockout
One of the most unique aspects of the Gambler subclass is the Charisma Saving Throw required to retain your abilities upon being reduced to 0 hit points or dying. When this occurs, you must make a Charisma Saving Throw, calculated as:
DC = 8 + Gambler level - Luck modifier (char mod + pfb)
- Success: You retain all abilities, stats, and rewards earned through gambling.
- Failure: You lose all bonuses, buffs, stats, and resources gained since your last long rest, including anything gained via Bet, Borrow, or Lend.
This mechanic adds an extra layer of risk to playing a Gambler, where even death comes with a gamble. Make sure to have high Charisma and manage your Luck wisely to avoid catastrophe!
Lucky Coin
At 3rd level, you gain the Lucky Coin ability, the hallmark feature of the Gambler subclass. As a bonus action, you can flip a coin (a physical coin or virtual) to determine whether luck favors you or not. The outcome of this flip determines whether you receive a beneficial buff or a negative debuff:
- Heads (Success): You receive one of the following benefits (choose or roll randomly):
- Your AC increases by your Proficiency Bonus for 1 minute.
- Gain advantage on your next attack.
- Heal hit points equal to your Fighter level + your Charisma modifier.
- Tails (Failure): You suffer one of the following penalties (choose or roll randomly):
- Your next attack is made with disadvantage.
- Disadvantage on your next saving throw.
- Lose hit points equal to your Fighter level + your Constitution modifier.
You can use the Lucky Coin a number of times equal to your Proficiency Bonus, and regain all uses after a long rest.
Lucky Spellcasting
Arcane Focus Options
The Gambler Fighter chooses one of three arcane focuses that align with their luck-based abilities:
- Set of Dice: Represents the randomness of fate and the roll of chance.
- Deck of Cards: A symbol of the Gambler's ability to draw fortune or disaster.
- Coin: Represents the dual nature of luck, where the outcome can be binary—success or failure.
Each focus provides unique thematic effects when casting spells, based on how the Gambler uses it during casting.
How Lucky Spellcasting Works
When casting spells, the Gambler Fighter must manipulate their chosen arcane focus, adding an element of randomness to the spell’s effect. They rely on luck to enhance their magic, and the results of their focus roll can either amplify the spell’s power or introduce unexpected consequences.
1. Dice as Arcane Focus
When using Dice as an arcane focus, as a reaction the Gambler Fighter rolls a set of dice (typically 1d6, but it can be larger depending on spell level) after casting a spell. The result of the dice determines an additional effect applied to the spell:
- 1: The spell fails. The Gambler takes damage equal to half the spell's level (rounded down).
- 2: The spell functions as normal but with no additional effect.
- 3-4: The spell’s effect is enhanced. Add the roll to any healing or damage done by the spell.
- 5-6: The spell is empowered. The target suffers disadvantage on any saving throw against the spell or, if it’s a beneficial spell, the caster or ally gets advantage on the next attack, save, or ability check.
- Natural Maximum (6, etc.): The spell hits critical success. Double the spell’s effect (similar to critical damage in physical combat).
Usable by your charisma modifier Per Long Rest
2. Deck of Cards as Arcane Focus
When using a Deck of Cards, as a reaction the Gambler Fighter draws a card after casting a spell. Each suit and rank of the card determines different bonuses or drawbacks:
- Hearts (♥): Increase the healing or damage dealt by the spell by 1d8. If no healing or damage is involved, the spell lasts 1 additional round.
- Diamonds (♦): Gain temporary hit points equal to the spell level.
- Clubs (♣): The spell’s range is doubled or its area of effect increases by 10 feet.
- Spades (♠): The spell forces an enemy to roll at disadvantage on any saving throw against it.
- Face Cards (J, Q, K, A): Empower the spell by allowing the Gambler Fighter to cast it without using a spell slot (1 time per long rest for any face card).
- Joker (optional card): The spell misfires, causing random or chaotic effects based on the DM’s discretion (e.g., switching targets, reversing the spell’s effect, or applying random magical conditions).
Usable by your charisma modifier Per Long Rest
3. Coin as Arcane Focus
Using a Coin offers a binary result: heads or tails. After casting a spell, as a reaction the Gambler Fighter flips their coin. The result determines if the spell receives a bonus or drawback:
- Heads: The spell works as intended but with an added positive outcome. Double the spell’s duration or add 1d6 to its damage/healing or spell save DC.
- Tails: The spell still succeeds but at a cost. The Gambler Fighter suffers disadvantage on their next saving throw or attack roll, or takes 1d4 psychic damage.
Coin: Arcane Focus
Using a Coin offers a binary result: heads or tails. After casting a spell as a reaction, the Gambler Fighter flips their coin. The result determines if the spell receives a bonus or drawback:
- Heads: The spell works as intended but with an added positive outcome. Double the spell’s duration or add 1d6 to its damage/healing or spell save DC.
- Tails: The spell still succeeds but at a cost. The Gambler Fighter suffers disadvantage on their next saving throw or attack roll, or takes 1d4 psychic damage.
Usable by your charisma modifier Per Long Rest
Deck of Cards: Arcane Focus
When using a Deck of Cards, as a reaction the Gambler Fighter draws a card after casting a spell. Each suit and rank of the card determines different bonuses or drawbacks:
- Hearts (♥): Increase the healing or damage dealt by the spell by 1d8. If no healing or damage is involved, the spell lasts 1 additional round.
- Diamonds (♦): Gain temporary hit points equal to the spell level.
- Clubs (♣): The spell’s range is doubled or its area of effect increases by 10 feet.
- Spades (♠): The spell forces an enemy to roll at disadvantage on any saving throw against it.
- Face Cards (J, Q, K, A): Empower the spell by allowing the Gambler Fighter to cast it without using a spell slot (1 time per long rest for any face card).
- Joker (optional card): The spell misfires, causing random or chaotic effects based on the DM’s discretion (e.g., switching targets, reversing the spell’s effect, or applying random magical conditions).
Usable by your Charisma modifier Per Long Rest
Dice Set: Arcane Focus
When using Dice as an arcane focus as a reaction, the Gambler Fighter rolls a set of dice (typically 1d6, but it can be larger depending on spell level) after casting a spell. The result of the dice determines an additional effect applied to the spell.
- 1: The spell fails. The Gambler takes damage equal to half the spell's level (rounded down).
- 2: The spell functions as normal but with no additional effect.
- 3-4: The spell’s effect is enhanced. Add the roll to any healing or damage done by the spell.
- 5-6: The spell is empowered. The target suffers disadvantage on any saving throw against the spell or, if it’s a beneficial spell, the caster or ally gets advantage on the next attack, save, or ability check.
- Natural Maximum (6, etc.): The spell hits critical success. Double the spell’s effect (similar to critical damage in physical combat).
Usable by your charisma modifier Per Long Rest
Luck Points
Lucky Spellcasting Mechanics
- Flexible Focus: Gambler Fighters are not limited to just one type of focus. They can choose any of the three at the start of each day or after a long rest, providing variety and keeping their spellcasting dynamic.
- Luck Point Synergy: The Gambler Fighter’s spellcasting is linked to their Charisma, but a unique mechanic involves their Luck Points (similar to the Lucky feat). If a Gambler Fighter has a Luck Stat or Lucky feat, they may reroll any focus result (once per short rest), tipping the odds in their favor.
Mechanics of the Luck Stat
- Starting Luck: At the beginning of each day (or after a long rest), the Gambler Fighter’s Luck Stat starts at 0.
- Maximum Luck: The Gambler Fighter can accumulate a number of Luck Points up to their Proficiency Bonus. For example, a level 5 Gambler Fighter with a Proficiency Bonus of +3 can hold up to 3 Luck Points at any given time.
- Gaining Luck Points: The Gambler Fighter gains Luck Points by successfully using any of the subclass’s gambling-related features or feats. This reflects their ability to manipulate chance in their favor through strategic risks. Below is a list of abilities that grant Luck Points:
- High Stakes Bet – Successfully winning any gambling game or duel with the Bet Feat rewards the Gambler Fighter with 1 Luck Point.
- Coin Flip – Successfully guessing the outcome of a Coin Flip grants 1 Luck Point.
- Lucky Coin Flip – The Lucky Coin Flip feature allows for a gain of 1 Luck Point on a successful result.
- Golden Lucky Coin Flip – Successfully using the Golden Lucky Coin Flip grants 2 Luck Points instead of 1, reflecting the higher risk and reward.
- Using Luck Points: The Gambler Fighter can spend Luck Points to influence various outcomes, making their gambling abilities even more potent. Here are some ways Luck Points can be used:
- Luck Reroll: Spend 1 Luck Point to reroll a failed attack roll, ability check, or saving throw, but you must use the new roll.
- Improve Gamble Results: Spend 1 Luck Point to reroll the outcome of a gambling-related ability (such as drawing from the Deck of Cards Arcane Focus or resolving a Coin Flip), allowing the Gambler Fighter to manipulate their odds further.
- Lucky Deflection: Spend 1 Luck Point to impose disadvantage on an enemy’s attack roll against you or an ally.
- Lucky Strike: Spend 2 Luck Points to treat your next attack as a critical hit if it connects.
- Increase Spell Effect: Spend 1 Luck Point to increase the potency of a Gambler Fighter Spell (such as adding extra damage or boosting the duration of a buff).
Luck Recovery Mechanism:
Luck Points are not automatically replenished. The Gambler Fighter must continuously use their gambling feats to gain Luck Points throughout their adventures. However, the Gambler Fighter loses all accumulated Luck Points if they are knocked unconscious or fail to win a Bet in a significant moment.
Sample Features Involving the Luck Stat
- High Stakes Bet (Level 3):
- After winning a Bet against an opponent or ally, you gain 1 Luck Point. You can spend Luck Points to reroll your results or boost your attack and defense rolls.
- Lucky Coin Flip (Level 5):
- Upon successfully predicting the outcome of a Coin Flip or Lucky Coin Flip, you gain 1 Luck Point (or 2 Luck Points for the Golden Lucky Coin Flip).
- Joker’s Gamble (Level 15):
- When drawing a Joker from the Deck of Cards Arcane Focus or resolving a high-risk gambling feat, you automatically gain the maximum Luck Points equal to your Proficiency Bonus and can use them to supercharge your abilities for the remainder of the combat encounter. For example, you can boost your damage, avoid taking recoil damage, or save an ally from harm.
High Stakes Bet
At 3rd level, you gain the Bet feature, which allows you to engage opponents in games of chance for high stakes. You can propose a wager to another creature, which can range from simple games (e.g., Rock-Paper-Scissors, card games) to complex challenges (e.g., duels or survival games). Cause the target to make a Charisma saving throw challenged by your (Charisma) Persuasion Check if they disagree to engage in a High Stakes Bet.
- Stakes: These games can result in gaining or losing gold, stats, items, or other resources, depending on what both parties agree upon. You can only steal spell slots and spell usages per your current level of spellcasting and for the duration of 1 hour after using them until it is returned to the loser of the game. Items, gold, and other physical materials are taken permanently.
- Rewards: The spells taken appear as a card with a picture of the spell with stars on the bottom per the usages of the spell. Items, gold, and other physical materials are taken permanently. Ability scores or stats taken appear on cards with similar looks to the spells taken, a picture with the amount of points taken on the bottom (the maximum being half of the current Gambler Fighter level), they also only last 1 hour after being used before returned to the original owner of the stats.
- Moderator: A neutral third party can be appointed to ensure fairness, especially in formal settings like combat.
- Betting: The games can be short-term (decided in a matter of seconds) or long-term (e.g., survival games lasting an entire encounter). If anyone outside of the game has stakes they can receive rewards from The gambler per their agreement.
This feature encourages social interactions, negotiation, and creativity in combat scenarios, especially when stakes are high.
Borrow
Level 7: Borrow
At 7th level, the stakes increase as you gain the ability to Borrow stats (ability scores you can only take as many points as half your fighter level rounded down), skills (proficiencies), feats, spells, or items from your allies. With a verbal agreement, you temporarily drain an ally of their resources and transfer them to yourself, gaining their power for 5 minutes within the duration of an encounter.
- After the encounter ends, you must "repay" the borrowed stats with interest by deducting from any rewards you gained during the fight (such as treasure, XP, or spell slots).
Lend & Golden Lucky Coin
Level 10: Lend & Golden Lucky Coin
At 10th level, you can now reverse the process of borrowing and Lend your own stats, skills, feats, spells, or items to allies in your party. This allows you to empower allies temporarily, though the same repayment system applies—after the encounter, the ally must repay you by deducting from their rewards.
Additionally, at 10th level, you receive the Golden Lucky Coin. This allows you to draw cards from a Gambler’s Skill/Spell Table. When you use the Golden Lucky Coin, you can draw three cards from this table, each card acting as a consumable item that grants you powerful abilities for the 5 minutes after being activated, which isn't inherently when drawn but the cards only last until the end of your next Long Rest.
You can use the Golden Lucky Coin once per long rest, gain additional used at levels 13, 15, and 17.
Golden Lucky Coin Card Pull Table:
|
d12 |
Card Drawn |
Effect |
|
1 |
Ace of Spades |
Shadow Step: Gain the ability to teleport up to 30 feet to an unoccupied space you can see, once per round, for the next hour. |
|
2 |
Two of Diamonds |
Double Down: Double the Gambler’s current hit points. Temporary hit points last until expended or until 1 hour passes. |
|
3 |
Three of Clubs |
Fate’s Favor: Gain advantage on all attack rolls, saving throws, and ability checks for the next minute. |
|
4 |
Four of Hearts |
Second Wind x4: Gain 4 uses of the Fighter’s Second Wind ability, which must be used within the hour or are lost. |
|
5 |
Swift Fortune |
|
|
6 |
Fateful Counter |
|
|
7 |
Seven of Diamonds |
Stat Steal: Choose an enemy within 30 feet. You may "steal" 3 points from one of their ability scores and add it to your own for 1 hour. The enemy’s stat is reduced by the same amount. |
|
8 |
Eight of Hearts |
Lifeblood Revival: Regain half of your maximum hit points immediately. |
|
9 |
Nine of Clubs |
Skill Borrow: Temporarily "borrow" a feat or Spell from an ally or enemy for 1 hour. You gain proficiency and expertise in that skill. |
|
10 |
Jack of Spades |
Backstab Bonus: Gain an additional attack per round for the next hour. This extra attack deals an additional 1d10 damage on a hit. |
|
11 |
Queen of Diamonds |
Stat Boost: Gain a +4 bonus to any one ability score of your choice for 1 hour (does not stack with other buffs to the same stat). |
|
12 |
King of Hearts |
Divine Intervention: For the next 10 minutes, all healing effects on the Gambler are maximized, and healing spells cast by the Gambler restore maximum hit points. |
Golden Lucky Coin - Explanation of Drawn Cards:
- Ace of Spades: A utility card granting the Gambler the ability to teleport to an advantageous position in battle or exploration.
- Two of Diamonds: A powerful temporary hit point buffer that could potentially double the Gambler's hit points during combat, providing an extra layer of survivability.
- Three of Clubs: For a short time, the Gambler gains advantage on all crucial rolls, increasing their chances of success in nearly any situation.
- Four of Hearts: Multiple uses of the Second Wind ability to recover hit points in battle, giving more endurance in tough fights.
- Swift Fortune: Gain a hateful card pull.
- Fateful Encounter: A counterattack using a dice roll.
- Seven of Diamonds: Stat Steal provides a direct debuff to enemies while boosting the Gambler’s own stats, temporarily enhancing their combat prowess.
- Eight of Hearts: Provides immediate healing, great for survival in combat.
- Nine of Clubs: Allows the Gambler to temporarily "borrow" a skill from another creature, potentially gaining abilities they wouldn’t normally have access to.
- Jack of Spades: Adds a powerful Backstab Bonus with an extra attack and bonus damage, making the Gambler lethal for the duration.
- Queen of Diamonds: The Stat Boost increases any chosen ability score, helping with saving throws, attack rolls, and more.
- King of Hearts: Maximizes all healing effects, ensuring that the Gambler stays in peak condition during dangerous fights.
Rules for Golden Lucky Coin:
- The Gambler can use the Golden Lucky Coin once per long rest, usages increase by levels 13, 15, and 17.
- The Gambler draws three cards each time they use the Golden Lucky Coin.
- The Golden Lucky Coin pull cannot be influenced by the Luck stat or other modifiers.
This ability offers a range of powerful, randomized effects that can turn the tide of combat or provide incredible utility, emphasizing the Gambler Fighter’s luck-based nature while maintaining high risk and high reward gameplay.
Lucky Man's Gambit
Level 15 Feature: Lucky Man's Gambit
At Level 15, the Gambler Fighter gains the Lucky Man's Gambit ability. This feature allows the Gambler Fighter to make a powerful attack with a potential to gain additional effects based on the outcome of a roll, emphasizing their martial prowess while maintaining a connection to the theme of luck.
Lucky Man's Gambit:
- Lucky Strike: Twice per short rest as a bonus action, when the Gambler Fighter makes a weapon attack, they can choose to roll a d6 in addition to their normal attack roll. The result of the d6 can grant additional effects based on the outcome:
- 1: The attack is a failure. The Gambler Fighter takes damage equal to the weapon's damage roll.
- 2: The attack hits but deals half the damage. The target is pushed back 15 feet.
- 3: The attack hits and deals normal damage. The Gambler Fighter gains temporary hit points equal to half the damage dealt.
- 4: The attack hits and deals normal damage, and ignores resistances, and immunities. The Gambler Fighter can take an additional bonus action immediately after this attack.
- 5: The attack is a critical hit, dealing double damage and inflicting disadvantage on the target's next attack roll.
- 6: The attack hits and deals and additional d6 of the damage type. The Gambler Fighter can roll again on this table and apply the result of the new roll within the same turn.
- Martial Luck: Whenever the Gambler Fighter successfully uses Lucky Man's Gambit, they gain advantage on their next attack roll or saving throw within the same round.
- Recharge: After using Lucky Man's Gambit Twice, the Gambler Fighter must finish a short rest to use it again.
Summary:
Gambler's Gambit maintains the theme of luck while providing a strong martial capability, allowing the Gambler Fighter to weave chance into their combat style. It emphasizes the fighter's role in a party and offers exciting options in battles. This feature should make for memorable and impactful moments in gameplay, reflecting the high-stakes nature of a gambler.
All or Nothing
Level 18: All or Nothing
At 18th level, you gain the ultimate ability of a Gambler: All or Nothing. You can risk everything in one final, decisive moment. As an action, you flip a Golden Lucky Coin.
- Success (Heads): All of your attacks in the next turn deal maximum damage and you gain resistance to Magical Bludgeoning, Piercing, and slashing damage as well as Fire, Cold, and Poison damage types for 5 minutes. All enemies within 30 feet of you must make a Wisdom saving throw (DC = 8 + your Charisma modifier + your Proficiency Bonus) or be stunned for 1 round.
- Failure (Tails): You fall to 0 hit points immediately, and must succeed on your Charisma saving throw or lose all bonuses, boons, and rewards gained by gambling since your last long rest.
You can only use All or Nothing once per long rest.
Risky Royal Flush
Level 18: Risky Royal Flush
At 18th level, the Gambler Fighter gains access to a special ability called "Risky Royal Flush". Once per long rest, they can draw from their Arcane Focus, if a Deck of Cards, and gain powerful effects based on the card pulled. The Gambler can take this action as a bonus action and each card has unique and potent benefits, though at great risk and cost.
Mechanics:
- Cost: The Gambler uses a bonus action to draw a card from their Arcane Focus deck (or roll 1d20)
- Duration: Effects last 1 minute.
- Once per Long Rest.
Card Effects:
- Joker (Insane Power, Extreme Cost or 15):
- Effect: The Gambler enters a state of heightened melee prowess, gaining the following benefits:
- Melee damage increases by dice an amount equal to their Charisma modifier.
- Advantage on all attack rolls.Additional Extra attack.
- Cost: This comes at the cost of severe collateral damage:
- Recoil Damage: The Gambler takes damage equal to 20% of the total damage they deal to enemies during the effect.
- Nearby Allies Harmed: Allies within 15 feet take damage equal to half of the recoil damage dealt to the Gambler.
- HP Loss: The Gambler loses 15% of their total HP when the effect ends is it is not regained until a Long Rest.
- Jack (Tactical Reaction or 12):
- Effect: The Gambler gains a +3 bonus to AC and 2 reactions for the duration.
- The Gambler gains a special reaction: "Defensive Gambit", which allows them to:
- Remove an ally from harm by pulling them out of an enemy's line of attack, reducing the damage the ally would take to 0.
- Cost: Every use of Defensive Gambit reduces the Gambler’s movement speed by 10 feet for the duration, and they suffer disadvantage on attack rolls until the start of their next turn. It can only be used Once every 3 Rounds until the duration of the Jack effect has ended.
- Queen (Healing and Support or 13):
- Effect: The Gambler gains the power to heal and restore allies.
- As a bonus action, the Gambler can restore an ally's hit points by 3d10 and replenish expended hit dice equal to the Gambler's Charisma modifier.
- Alternatively, the Gambler may replenish one resource such as spell slots (1 slot of up to 4th level), ki points, or similar resources.
- Cost: The Gambler suffers disadvantage on melee attacks and their movement speed is halved for the duration.
- King (The Royal Commander or 14):
- Effect: The Gambler gains temporary hit points equal to 2 times their Fighter level and gains a +2 bonus to all attack rolls and an additional 1d6 to damage rolls for the duration.
- Additionally, the Gambler may roll again and assign one of the drawn card effects (Joker, Jack, Queen, or King) to an ally within 200 feet, allowing them to benefit from the card’s effect without any cost.
- Cost: The Gambler cannot make an attack of opportunity while this ability is active, and has disadvtangae to saving throws towards spell effects.
- Number Card (1-11) (Risky Draw):
- Effect: The Gambler loses Hit Points equal to the number on the card + their Charisma modifier + their character level.
- Effect on Enemy: The strongest hostile creature within 60 feet of the Gambler gains temporary hit points equal to the lost amount, and gains additional attacks that turn equal to the number on the card (up to a maximum of 10 attacks).
Notes:
- This feat allows the Gambler to play with extreme power at high risk, giving strong buffs but often at the cost of their own health or the safety of their allies. It emphasizes the Gambler Fighter's high-risk, high-reward playstyle, fitting for a 18th-level feat.
Previous Versions
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Posted Jun 25, 2025this was pasted twice?