Paladin
Base Class: Paladin

[Unable to add the spell list due to its spells being noncore content, so add the following spells if possible: Spray of Cards, Chaos Bolt, Jim's Magic Missile, and Jim's Glowing Coin]

The Oath of Gambling is a solemn commitment to spite fate. Paladins who swear this oath are dedicated to performing seemingly impossible feats in spite of how unlikely success may seem. Due to the extreme variety in their tasks, Paladins who swear this oath are often scattered and disorganized, but one is certain to find them in the unlikeliest of places. Paladins of this oath follow the following tenets:

TENETS OF GAMBLING

The tenets of the Oath of Gambling vary for each Paladin, but generally emphasize the following:

Honesty. Don't lie or cheat, as poor odds are a challenge to be overcome through skill, luck, and perseverance.

Perseverance. If something as minor as death can stop you, then you can you accomplish the impossible?

Courage. You must be willing to do what needs to be done for the sake of your task, even in the face of overwhelming odds. If you don't act, then who will?

Responsibility. You knew the risks when you took up your task, so you must be the one to deal with the consequences.

What are the Odds?

When you take this oath at level 3, you learn how to recognize probabilities. Once per turn, before you make a check, attack roll, saving throw, etc., you may roll a d20. If the result is an odd number, you may ask the DM for an estimate of how difficult a planned action would be (through ranges of 1-5,15-20, etc.). If you rolled a 7, you may ask the DM for the exact value you would have to roll for the action. You may use this feature 1d6+1 times each long rest, rolling the d6 when you finish a long rest.

Aura of Luck

You emanate an aura that fills you and your companions with supernatural luck, allowing you to surpass overwhelming odds. After finishing each long rest, roll 1d6+1. If you aren't incapacitated, you and any ally that starts their turn within 5 feet of you adds the rolled number to all odd d20 rolls made while within the 5-foot range.

When you reach 18th level in this class, the range of the aura increases to 10 feet.

Gamblers' Fallacy

Starting at 15th level, you uncover the inspiring power of the Gamblers' Fallacy. Upon finishing a long rest, roll 1d6+1. You may use this feature a number of times equal to the result. If an enemy makes two or more successful attacks in a row or if an ally fails two or more d20 rolls in a row, you may use your reaction to turn the next rolled value on their d20 into a 1 or 20 (your choice).

Never Tell Me the Odds

At level 20, your devotion to gambling grants you the ability to shape the fabric of reality itself. Once per long rest, with DM permission, you may use your reaction to change the DC on a d20 roll made by yourself or a creature within 14d6 feet of you (14d6 is rolled at the end of each long rest).

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