Base Class: Fighter
Not all fighters place their bets on brute strength alone. Some wager their fate — and others’ — on cunning, chance, and the arcane. Fighters of the Gambler's Edge archetype play fate like a card game, manipulating luck and probability with enchanted dice, coins, and cards. They might draw a sword in one hand and a deck in the other, ready to gamble everything in a single throw.
Level 3: Arcane Ante
Arcane Focus – Your options are an enchanted Deck of Cards or a Pool Stick which after chosen, each respective functions as your arcane focus. You can use this deck as long as it's on your person, and draw into one hand while wielding a weapon in the other (no disadvantage imposed), and the pool stick can be used as a melee weapon which functions like a spear. The deck contains 20 cards of various effects and the Pool Stick Conjures a cue and 8 pool balls with different effects to each ball.
Gambler’s Tools: You gain proficiency with Gaming Sets (dice, playing cards, and Three Dragon Ante). When using them during rests, you can regain 1 expended Fighter Superiority Die or Action Surge once per long rest.
Deck of Cards Arcane Focus
Deck of Cards Arcane Focus Option
You learn to cast Card Dealer at will.
Perform a Deck Gambit as a bonus action perform per your proficiency bonus, you draw a card from your deck and randomly gain one of the following benefits until the end of your next turn (roll a d20)
|
Card |
Name |
Effect |
|
1 |
Ace of Blades |
Your next melee weapon attack within 1 minute deals an extra 1d10 slashing damage on hit. |
|
2 |
Blind Bet |
One creature you can see within 30 feet must make a Constitution saving throw (DC = 8 + proficiency + Cha mod) or be blinded until the end of their next turn. |
|
3 |
Coin Cascade |
You summon 10 spectral coins that swirl around you. You gain +2 AC until the start of your next turn. |
|
4 |
Dagger Draw |
You conjure a flying dagger that hurls itself at an enemy within 60 ft. It deals 2d8 piercing damage, no attack roll needed (Dex save for half). |
|
5 |
Echo of Victory |
If you hit with an attack this turn, a spectral figure mimicking you're movements immediately make a second attack against the same target as a free action. |
|
6 |
False Shuffle |
You briefly step into another position. You can switch places with a living target or teleport up to 20 feet to an unoccupied space you can see and return at the end of your turn. |
|
7 |
Gambler’s Guard |
Until the start of your next turn, when a creature hits you with a melee attack, it takes 1d10 psychic damage. |
|
8 |
High Card Havoc |
Roll a d12. On an 11 or 12, you unleash an arcane blast dealing 6d6 thunder damage in a 20 ft cone. On anything else, nothing happens. |
|
9 |
Illusory Trick |
You become invisible until the start of your next turn, or until you make an attack or cast a spell. |
|
10 |
Jack’s Parry |
Until the start of your next turn, you may use your reaction to reduce melee damage by 1d10 + Fighter level. |
|
11 |
King’s Gambit |
You can grant advantage on your next attack roll or ability check within 1 minute. |
|
12 |
Null Flip |
Choose one creature within 60 feet. Spectral chains latch to their hands as their next spell or attack automatically misses if it would normally hit (until the start of your next turn). |
|
13 |
Overdraw |
Immediately make a weapon attack. If it hits, deal maximum weapon damage, but take half that damage yourself. |
|
14 |
Pitfall Card |
A 5-foot square within 30 feet becomes difficult terrain, and any creature that enters it must make a Dex save or fall prone. |
|
15 |
Queen’s Grace |
You or a creature within 30 feet regains 1d8 + Cha mod hit points and is cured of frightened or charmed. |
|
16 |
Roulette Spiral |
Roll a d6. You create a 10-ft aura with one of the following random effects (1: fire, 2: cold, 3: lightning, 4: necrotic, 5: psychic, 6: radiant). Enemies in the aura take 2d6 of that type. |
|
17 |
Trick-Card Shot |
You launch a ranged attack of 5 spectral magical cards that ignore up to three-quarters cover. Target takes 1d8 magical piercing damage |
|
18 |
Vanish Card |
You become incorporeal until the start of your next turn. You can move through creatures and objects, but take 1d10 force damage if you end your turn inside one. |
|
19 |
X-Strike |
Your weapon gleams with arcane runes. Make two separate weapon attacks against different targets in range. |
|
20 |
Zero Hour |
For 1 turn, time slows around you. You gain +2 to AC, +10 movement, and you can take an additional reaction before your next turn. |
Pool Stick Spear Arcane Focus
You may opt for a Pool Stick Spear instead of the Deck of Cards, this magically-infused, collapsible spear functions both as an arcane focus and a martial weapon (use spear stats).
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Weapon Properties: 1d6 piercing (1d8 versatile), thrown (20/60 ft), finesse if used by Arcane Gambit Fighters only.
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You may summon or dismiss your cue stick as a bonus action.
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You can substitute material components with the cue stick if they don’t have a cost
For a bonus action per proficiency bonus, shoot a Spectral Break, you perform a magical break shot, launching a spectral billiard balls at enemies. Each numbered ball (1d8) has a magical effect associated with it.
| d8 | Ball | Effect |
|---|---|---|
| 1 | Red 1 | Your next melee attack deals +1d10 force damage and has advantage. |
| 2 | Blue 2 | You gain +2 AC until the start of your next turn as the ball orbits you. |
| 3 | Green 3 | The ball ricochets, dealing 1d8 bludgeoning damage to two additional creature within 20 ft of the you. |
| 4 | Purple 4 | One creature within 30 ft must make a Dex save or be knocked prone by the spinning ball. |
| 5 | Orange 5 | Heal yourself for 1d6 + Cha mod as the ball shatters into warm energy. |
| 6 | Maroon 6 | One enemy has disadvantage on their next attack roll. |
| 7 | Black 7 | The next time you hit a creature this turn, they must succeed on a Con save or be stunned until the end of their next turn. |
| 8 | 🎱 8-Ball (Wildcard) | Cast chaos bolt with advantage or launch a ranged attack dealing (2d12 + Strength modifier). |
Level 7: Wager of Wills
You engage the wager by a verbal initiation, enticing the target — target uses Wisdom or Charisma saving throw, whichever is higher.
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On a win: You steal a temporary resource (see list below) from the target for 1 minute.
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On a loss: You lose the same from yourself.
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On a tie: Nothing happens.
Stakes: Choose one
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Ability Score Swap: Swap one ability score modifier (not score) between you and the target (e.g., your +1 Strength with their +4).
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Spell Theft: Choose a spell the target knows within your spellcasting level. You can cast it once using your Arcane Focus (and however the resource appears) without a spell slot.
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Item Stake: An item is given to the victor of there choosing from the others person as long as it is not attuned or a prosthesis.
You may only hold 1 Wager effect at a time, and any resource taken appears as a usable card or billiards ball and lasts until the next Long Rest
Level 10: Loaded Luck
You have learned to manipulate the odds in your favor. Whenever you roll a 1 on a d20 for an attack, saving throw, or ability check, you can reroll it once per turn.
Level 15: High Stakes Duel
Once per long rest, you can declare a High Stakes Duel with a creature you can see within 60 feet. Both you and the creature become locked in an arcane challenge, ignoring all other creatures.
Card Flush Duel
For 1 minute or until one of you drops to 0 HP, both of you have advantage on attack rolls and saving throws only against each other, and disadvantage on everything else.
You can use Wager of Wills an unlimited number of times during the duel (only one active wager at a time).
If you defeat the creature (they reach 0 HP or surrender), choose one:
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Gain +2 to an ability score until your next long rest.
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Steal one of their spell slots within range of your casting or features (DM's discretion).
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Recover all uses of Deck Gambit and Action Surge.
Trick Shot Duel
For 1 minute or until one of you drops to 0 HP, both of you have advantage on attack rolls and saving throws only against each other, and disadvantage on everything else.
You can use Spectral Break and Wager of Wills as many times as desired during the duel (only one active Wager at a time).
On victory (they drop or surrender), choose:
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Gain +2 to an ability score until your next long rest.
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Steal one of their spell slots within range of your casting or features (DM's discretion).
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Refresh all subclass features and Action Surge.
Level 18: House Always Wins
Fate bends to your will. Whenever you use your Deck Gambit, Wager of Wills, or High Stakes Duel, you can roll twice and choose the better result for yourself (including for d20 checks).
Cue Master's Command
You may now call your shot: before rolling, declare which spectral ball you want (1–7 only) once per short rest
Deck Gambit Pull
Additionally, you may lock in a card from your deck once per long rest. When you use Deck Gambit, you may declare that you are drawing that card’s effect automatically (no roll needed).







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