Fighter
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)

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).

  • Weapon Properties: 1d6 piercing (1d8 versatile), thrown (20/60 ft), finesse if used by Arcane Gambit Fighters only.

  • You may summon or dismiss your cue stick as a bonus action.

  • 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.

  • On a win: You steal a temporary resource (see list below) from the target for 1 minute.

  • On a loss: You lose the same from yourself.

  • On a tie: Nothing happens.

Stakes: Choose one

  • Ability Score Swap: Swap one ability score modifier (not score) between you and the target (e.g., your +1 Strength with their +4).

  • 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.

  • 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:

  • Gain +2 to an ability score until your next long rest.

  • Steal one of their spell slots within range of your casting or features (DM's discretion).

  • 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:

  • Gain +2 to an ability score until your next long rest.

  • Steal one of their spell slots within range of your casting or features (DM's discretion).

  • 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).

Comments

Posts Quoted:
Reply
Clear All Quotes