Base Class: Monk
These monks let fate roll the dice and guide them, they are skilled gamblers with some being expert liars, some performers, some intimidators. All of their life is guided by luck itself with their only direction being where the dice shall take them
Gambling fever
You gain proficiency with Deception, Performance or Intimidation if you are not already proficient in them, as well as proficiency with one Gaming Set of your choice.
Gamble
As a bonus action, you can expend one focus point to Gamble. When you do so, roll a d20, and consult the table below for the result. If you gain an effect from the gamble which you already have active, it instead resets the duration of the effect unless stated otherwise,
D20 roll
1: You gain the restrained condition, all rolls are made at a disadvantage, including the save, which is a dc16 Strength or Dexterity save.
2: You gain the grappled condition, with a dc12 Strength save
3: For your next turn in combat you, or a willing ally will roll with disadvantages on all attacks, including saves and spells. If you cast a spell with a save, the save is lowered by 2.
4: You, or a willing ally, will take 1d4 damage
5: All of your hair falls out until your next turn, it makes you sad, take half 1d4 physic damage, rounded up.
6: Your movement speed is halved for one turn.
7: The enemy in combat is mad at you and will target you on it's next turn, if you are in range
8: You notice a hole in your pants, you just lost 1gp, oh no!
9:You are sad, no reason, just sad, take 1 damage.
10 Nothing happens, you got the odds perfectly average.
11: Your ac increases by 1 for 1 turn for every 2 monk levels you have, e.g. at level 2, +1, at level 3, +1, at level 4, +2.
12: You may move up to 10 extra feet on your turn
13: Some say 13 is an unlucky number you disagree, which is why you or an ally of your choosing can recover hitpoints equal to your monk level.
14: You gain 1d4 heroic inspiration to use at any time
15: You gain advantage on your unarmed strike for the next turn
16: For the next 2 turns any attack against you, the attacker rolls at disadvantage
17: For 3 turns your unarmed strikes do an extra 1d6 damage
18: In the next round of combat you, or an ally of your choosing, may add 1d12 to their attack roll, you have to do it in the next round of combat or you lose this effect, alternatively you can lower the dc for a save against you or a party member by 4.
19: you enter jackpot for 1 turn in combat and gain the "all or nothing option" where, if you choose, you can roll a d20, if it is 10 or lower you get the effects of a nat1, if it higher than 10 then you may get jackpot for 3 turns
20 You enter jackpot for 3 of your turns in combat
JACKPOT!!!
After rolling a nat20 or 19 when using gamble: While in Jackpot, you have Resistance to bludgeoning slashing and piercing damage, You have advantage and may add 1d4 to attack rolls or all saving throws. Additionally, if you reduced to 0 hit points, you can choose to end the jackpot in order to immediately regain hit points equal to your monk level.
While you are in Jackpot, you gain the following effects for the duration:
- Monk features which consume focus points do not require you to use any focus points to be used
- At the start of your turn, if you have more than 0 hp, you regain hit points equal to your wisdom modifier plus your proficiency bonus
- You may choose to end jackpot to gain back half your hp and cause an enemy of your choosing to take 3d6 physic damage.
Seasoned gambler
You gain a +1 to charisma and roll all wisdom and charisma saves with advantage
BIG spender
You may sacrifice 10gp to roll another d20 and add that to your gamble ability.
Will of the gambler
Your may add your wisdom or charisma modifier to any roll you make with gamble
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