Fighter
Base Class: Fighter

The Gambler showcases the art of taking calculated risks in the heat of combat. Those willing to face the heightened possibility of disaster are rewarded with devastating strikes, improbable victories, and just a little bit of luck at the right time. The principles of the Gambler naturally appeal to followers of Omori, or those invested in the gambling cultures in and around Prestige and the Sunken Cost. A monastery in Xhericho called Ono Iro has been teaching principles of this fighting style for years.

Level 3: Habit

You gain proficiency with two gaming sets of your choice. You also gain proficiency in the Sleight of Hand and Deception skills.

Level 3: Fortune’s Boon

You learn to call on fortune at critical moments. You begin each day with a number of fortune dice equal to your proficiency bonus. These dice are d4s. The die size increases to a d6 at 9th level and to a d8 at 15th level.

In addition, when you finish a long rest, you gain a number of extra fortune dice equal to your Wisdom or Charisma modifier (your choice, minimum of 1). These extra dice cannot increase your total beyond your proficiency bonus and vanish if unused before your next long rest.

When you make an attack roll, ability check, or saving throw, you can roll one fortune die and add the result. You must decide to do so after rolling the d20 but before knowing the outcome. You regain all expended fortune dice when you finish a short or long rest

Level 3: Fortune’s Bust

Whenever you roll a natural 1 on an attack roll or saving throw, you gain one fortune die.

Level 7: Double or Nothing

When you hit a creature with a weapon attack, you can expend a fortune die and wager the strike, rolling the attack again.

  • If the second roll also hits, the attack deals maximum damage.

  • If the second roll misses, the entire attack misses.

Level 10: Guess Maneuver

When an ally within 10 feet of you makes an attack roll, saving throw, or ability check, you can expend a fortune die and wager the outcome. Roll a d20.

  • On a 6 or lower, the ally makes the roll with disadvantage.

  • On a 7 or higher, the ally makes the roll with advantage.

Level 15: Reversion to the Mean

Your fortunes have a way of balancing out over time.

  • If you start combat with no fortune dice, you immediately regain one.

  • If you miss an attack due to your Double or Nothing feature, you don’t expend the fortune die.

  • As a bonus action, you can expend one fortune die to cancel disadvantage on your next attack roll, treating it as a normal roll.

Level 18: Hot Streak

You can channel your fortune into an unstoppable run of success. As a bonus action, you can expend 3 fortune dice to enter a hot streak for 1 minute.

While in a hot streak, you gain the following benefits:

  • When you hit with a weapon attack, you deal an extra die of that weapon’s damage. For each consecutive hit you land, the extra damage increases by one additional die.

  • At the start of each of your turns, you regain 1 fortune die.

If you miss an attack roll or fail a saving throw during this state, your hot streak immediately ends and you enter a cold streak. While in a cold streak, you have disadvantage on attack rolls until the end of your next turn.

Once you use this feature, you can’t use it again until you finish a long rest.

Gambler Image

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