Base Class: Ranger
Card Shark
Whether through spending time at the casino, playing card games at the tavern, or by just being the first to bet on something in your friend group; you have a natural talent for turning what should be random in your favour. Tricks, analysis and manoeuvres that seem like magic to most comes as second nature to you, and you take full advantage of that.
Card Shark Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Card Shark Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Card Shark Spells
| Ranger Level | Spell |
|---|---|
| 3rd | detect magic |
| 5th | blur |
| 9th | counterspell |
| 13th | arcane eye |
| 17th | contact other plane |
Gambler's Instincts
At 3rd level you begin noticing streaks of beginner's luck. You may add half your proficiency bonus to any skill check you are not proficient in, or add half your proficiency bonus to attack rolls made with a certain weapon you are not proficient in for an hour, once per short rest. In addition, you attune to your instincts, the one thing that thinks fast enough for the games you play. You may gain advantage on one Wisdom check of your choice, or gain advantage (+5) to a passive Wisdom sense for an hour, once per long rest.
Progressive Jackpot
At 7th level, you gain the uncanny ability to make up for your losses. Upon missing an attack roll, you gain charges in your Progressive Jackpot, up to a total stored of 2. You may expend all stored charges upon hitting an attack roll, acting as you hit an additional attack with the same weapon per charge, rolling for the extra damage but not expending any additional ammunition.
Card Counting
At 11th level, you've learned how to spot small details or behaviour that grant you a useful insight into an enemy's state. As an action, you scan an enemy creature and gain the benefits of one of the following options below. You may only have insight into one aspect at a time, removing the effect of your current one if you attempt to gain insight into a new one instead.
Spot Arcana. By looking for subtle clues that indicate a target's remaining magical powers, you learn how many spell slots of its highest remaining level is left, and what that spell level is. After gaining insight into this, you gain advantage on saving throws against spells cast by the target.
Spot Ammo. With a quick yet powerful glance, you count the remaining ammunition the target has for their currently equipped weapon. After gaining insight into this, you gain +2 AC on the target's attacks against you with this weapon.
Spot Health. Evaluate the target's physical condition, and learn their current and max HP. After gaining insight into this, you do 1d8 extra damage against this target on all damaging attacks.
Spot Armour. Learn the defensive capabilities of the target's armour, natural armour, or lack thereof; getting to know its Armour Class. After gaining insight into this, the target gets a -2 AC penalty on your attacks against them.
Advantage Gambling
Once you reach 15th level, your ability to gain favourable results is uncanny. You may store the lower roll on an advantaged roll, or the higher roll on a disadvantaged roll, not counting any proficiencies or ability modifiers you'd otherwise add to it. Any time you roll a attack roll, skill check or saving throw result you are not happy with, you may replace it with the stored dice instead, which you then add proficiency and ability modifiers to. You may store one dice roll at a time, and you may freely replace it with a new dice roll.
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