Bard
Base Class: Bard

The renowned Gamblers of the College of Luck defy fortune and fate to inspire their allies and mesmerize their enemies. Whilst they are invariably skilled musicians and performers, Gamblers redefine their class with trappings of gaming. Dice, cards, and even unpredictable machines focus their unique abilities.

Bonus Proficiencies

Gamblers gain proficiency and expertise with every gaming set native to their culture. If the Gambler encounters a new gaming set (either in a foreign land or from foreign players), they gain proficiency after the first game and expertise if playing for the duration of a short rest. Furthermore, the Gambler has advantage on all proficiency checks with any gaming set they have expertise in.

The Gambler also gains proficiency in deception or insight. If the Gambler already has proficiency in both, then they gain expertise in one of the skills.

Winner's Soul

The Gambler can designate a gaming set as their favored arcane focus and weapon by playing with it for the duration of a short rest. Their favorite gaming set deals force damage equal to the unarmed strikes of a monk of the same level as the Gambler and counts as a magic weapon, with a spellcasting and attack bonus equal to half the Gambler's proficiency bonus. This weapon has the finesse, light, and thrown (range 20/60) properties. Only individual pieces of the set are used or thrown - the Gambler will have enough pieces on hand to use the set as an arcane focus and weapon for the whole battle. 

After using their favorite gaming set in battle, the Gambler must replenish the components by consuming another gaming set of the same type. A new favorite set does not need to be designated unless the Gambler is out of that kind of gaming set.

Wheel of Fortune

Starting at 3rd Level, the Gambler can spend an action and use a point of bardic inspiration to call upon the unpredictable whim of the universe. The Gambler rolls a d6 and a bardic inspiration die, with the lower being the fortune die and the higher being the inspiration die (even if the Gambler's bardic inspiration die is greater than a d6). If both dice roll the same value then same value is used for both. No spell, feat, or other game mechanic can be used to reroll or alter these results. The numbered row below matching the fortune die describes the effect of the Wheel of Fortune action.

  1. The GM chooses a hostile creature the Gambler can see or that can see the Gambler. That creature heals twice the number of hit points on the inspiration die or gains that number of temporary hit points.
  2. The next attack that fails to hit - whether friend or foe - retroactively receives a bonus from the inspiration die. If the attack hits, it also receives a damage bonus equal to the inspiration die. If the attack still fails to hit, the inspiration die remains available as a bonus for the next attack that fails to hit (until eventually causing one to succeed).
  3. The Gambler chooses a creature they can see. The inspiration die becomes an attack and damage bonus for the Gambler against that creature. This effect is maintained using the same rules as concentration, and another Wheel of Fortune action breaks concentration.
  4. The Gambler assigns a number of heals to allies within 60 feet equal to the inspiration die that heals hit points or gains temporary hit points equal to the inspiration die. These heals must be spread as equally as possible.
  5. The Gambler assigns a number of hits to enemies within 60 feet equal to the inspiration die that deal force damage equal to the inspiration die. These hits must be spread as equally as possible.
  6. The Gambler retains the inspiration die for the next minute as a reserve of arcane power. The Gambler can use it as a free spell slot with a level equal to its value. This inspiration die is lost if the Gambler uses bardic inspiration in any other way.

All In

Starting at 6th Level, the Gambler adds a free bardic inspiration die to weapon attack and damage rolls when they have no remaining bardic inspiration points.

Upper Hand

Starting at 14th Level, a roll of 1 is automatically a success in any skill check, attack roll, or non-death saving throw. Also, a roll of 19 or 20 is a critical.

Previous Versions

Name Date Modified Views Adds Version Actions
10/4/2021 2:57:56 AM
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