Base Class: Fighter
You have learned the art of Gambling, be it at tables in taverens or on the battlefield. Luck just always seems to be on your side. Your Fancy is always better for your allies, be that Fancy a Deck of Playing Cards, or A set of Dice.
Gamblers Bond
Gamblers Bond
at level 3 when you choose this Archtype you get a choice of a set of Cards, or a Set of Dice to forge a bond with. You may buy more cards and Dice to add to your collection by taking a hour rest you can forge bonds with multiple decks or dice. You may also call the Decks or Dice back to you as a bonus action. You have mastered the art of trickery and as such you can choose the art at which you trick people. You choose who wins when your gambling and are the dealer, or you are putting on a Performance with your Dice. As well the Cards and Dice are used as weapons for you. Both cards and Dice have the Finesse Property. The cards deal 1d8 piercing damage, and have a range of 20/60. while if you choose dice they deal 1d6 bludgeoning but because of there smaller size can travel much further. 80/320 is their range.
Gambler's Superiority
Gambler's Superiority
When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called Gambler dice.
Maneuvers. You learn three maneuvers o f your choice, which are detailed under “Maneuvers” below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.
You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
Gambler Dice. You have four Gambler dice, which are d8s. A Gambler die is expended when you use it. You regain all of your expended Gambler dice when you finish a short or long rest.
You gain another Gambler die at 7th level and one more at 15th level.
Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your Strength, Dexterity or Intelligence Modifier (your choice)
Bad Beat
Bad Beat
When a creature you can see makes an attack roll, an ability check, a skill check or a saving throw, you can use your reaction and expend 1 gambler die to hinder its attempt. Roll a gambler dice and subtract the number rolled from the creature's roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll, the ability check, or the saving throw succeeds or fails.
Dancing Performance
Dancing Performance
As an action, you can expend 1 gambler die to perform a flamboyant show that dazzles spectators. Each hostile creature within 10 feet of you is immediately distracted by your performance, and must succeed an Intelligence saving throw of DC 8 + proficiency + the gambler die's rolled number. On a failed save, the targeted creatures have disadvantage on all ability checks until your next turn, and the next attack against each targeted creature has advantage.
Disappearance
Disappearance
As a action, expend one gambler die and a Card or Die hides your presence allowing a Stealth check adding your Die to the result. If it passes you are considered Invisible to the target untill the end of your next turn, you make a attack or making them make a saving throw.
Flourish
Flourish
When you use the attack action, you may perform a Flourish before the attack. As a bonus action, you spend one gambler die, and add its rolled number to your attack and damage rolls for your first attack. Additional damage dealt this way counts as force damage.
Gambler Turnover
Gambler Turnover
As an action, you can expend 1 gambler die to make a attack against multiple creatures within 20 feet of you. You must make a separate attack roll for each target, with a separate card or die. The number of creatures you can attack is equal to half the gambler die's rolled number rounded down.
Lucky Throw
Lucky Throw
Immediately after you fail an attack roll, you can expend 1 gambler die to throw a card or Die past the face of your target. You must then make a Dexterity saving throw of DC 20 - the gambler die's rolled number. On a successful save, you automatically hit another creature of your choice that you can see within the range of your card or die.
Magic Fold
Magic Fold
As a bonus action, you can expend 1 gambler die to take the disengage action. Add the number Rolled multiplied by 5 to the number of extra feet you can travel.
Rogue Ace
Rogue Ace
As a bonus action, you can expend 1 gambler die to take the dodge action. Add the Number rolled to your AC till the start of your next turn.
Teleporting Richochet
Teleporting Richochet- when you make a attack as apart of your attack action, you can choose to expend a Gambler Die and Roll it. Take the number rolled and Multiply it by 5 that is how many feet you can teleport before or after you make the attack.
The Dimension Zone
The Dimension Zone - As a action you can expend a Gamblers die and roll it. A target oppoenent makes a Wisdom save versus your Manuver Save DC, if the target fails the save it is Stunned for a number of turns equal to Half the number rolled rounded down (Minimum 1) If it fails by 5 or more, it is stunned for a number of turns equal to the number rolled.
Trick Shot
Trick Shot
If you know the current location of a creature that you can't attack because of line of sight or cover, you can use your action to expend 1 gambler die when you make an attack roll against the creature. The attack Can hit creatures by arching over and under cover, turning around corners at a 90 degree angle, or bouncing off of environment to reach unusual angles. Trick shots have their range increased by a number of feet equal to 5 x the gambler die's rolled number.
Know your score
Know Your Score
Starting at 7th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:
• Strength score
• Dexterity score
• Constitution score
• Armor Class
• Current hit points
• Total class levels (if any)
• Fighter class levels (if any)
Improved Gambler Superiority
Improved Gambler Superiority
At 10th level, your Gambler dice turn into d10s. At 18th level, they turn into d12s.
Relentless
Relentless
at 15th level if you don't have uses of your Gambler Dice when you Roll for init you regain a number equal to half your Int modifier.
Master Gambler
Master Gambler
at 18th level you gain the ability to use your Manuvers almost indefinitely. When you spend a gamblers die for a manuver you may Roll a Die a size lower then normal and use that for the Manuver instead.
-
View User Profile
-
Send Message
Posted Jul 30, 2021I've been wanting to make a fighter subclass type character and I didn't know who or what to go for but this was a big thumbs up for me. Tony The Gambler is now alive and made!