Base Class: Barbarian
While many barbarians enjoy the stability of a strong axe and potent swings, practitioners of Risk indulge in the art of gambling, weaving it both into their general lives and their combat.
Gambling Addict
When you take this subclass at level 3, you gain proficiency in one type of gaming set.
Sturdy Body
Due to the need to live on the edge, your body has grown prepared to stand strong and confident, even without armor.
When wearing no armor and not wielding a shield, you have a natural AC of 10 + your Constitution modifier + your Strength modifier, up to a maximum of 18.
When you take this subclass at level 3 you lose proficiency in all weapons, but you gain proficiency in unarmed strikes. You roll a d6 in place of the normal damage for unarmed strikes. This die increases as you reach higher levels, increasing to d8 at 5th level, d10 at 11th, and d12 at 17th.
Parry, Riposte
After countless losses and blunders, you've built up a tolerance to certain types of "failure", so much so that you're willing to toy and gamble with said tolerance.
Starting at level 3 you gain resistance to 1 type of damage of your choice, and once more at level 12. As a reaction to taking damage, you can try to completely negate all damage with a d20 roll, calling even or odd and negating the damage on a correct call. On a fail you take twice as much, ignoring resistance.
Gambler's Gambit
Gambling stands within your blood, and your rage now embodies your almost magical luck of the draw.
Beginning at 6th level, your unarmed strikes are considered magical for overcoming resistances.
Also beginning at 6th level, when you rage, roll a d8. Depending on your roll, when you hit with an unarmed strike you can add a number of d4's equal to your proficiency bonus in extra damage according to the rolled type. However, you take an extra 1d4 damage if you are hit with the damage type rolled.
Both of these effects last until your rage ends.
- Healing *
- Lightning
- Nothing **
- Acid
- Cold
- Fire
- Thunder
- Bloody ***
*Instead of dealing extra damage, you instead heal the target by the amount rolled. The secondary effect of this ability is nullified.
** When this is rolled, you lose resistance to bludgeoning damage from your rage and take the extra 1d4 damage as bludgeoning.
*** you deal extra bludgeoning damage based on your current unarmed strike level given in Sturdy Body instead of a d4. However, you lose all your resistances during this rage (You can still activate Parry, Riposte).
Fortune Favors
They say fortune favors the bold. In turn, your ever-crossed fingers strike and grip with nothing to lose.
Modified Reckless Attack
Starting at level 10, When you use your Reckless Attack feature, you and your enemies no longer gain advantage. Instead, all successful hits are critical hits for both.
Grappling Superiority
Starting at level 10, you can attempt to grapple as a bonus action, and you may grapple up to 2 size levels higher than yourself. While grappling a target, all outside attacks do maximum damage to both the enemy and yourself. If you attempt to grapple a creature and fail, you are stunned until your next turn.
I Raise
You've learned to twist fate beyond typical measures, and even when all hope seems lost, you always have an ace up your sleeve.
Starting at level 14, once per long rest, if you fall below 0 hp, you may choose to instead ignore that and gain your maximum hp, choosing a free roll on your Gambler's Gambit table and fighting on for 1d4 rounds. After those 1d4 rounds have passed you collapse, failing 2 death saves instantly.
Previous Versions
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3/26/2026 4:45:35 AM
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70
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11
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1.0
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Coming Soon
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