Paladin
Base Class: Paladin

The Oath of the Gambler finds its home in the shifty gamblers dens, luscious casinos and inns full of dicegames. Calling to those that wish to play the very game of chance called life and fate. Paladins following the tenets of the Oath of the Gambler are usually those who live free-spirited, giving their lot in life to the hands of Lady Luck. The very fate of your life now lies in the hands of luck.

You are a Paladin sworn to a deity of fate otherwise known as Lady Luck, your deity asks of you to worship her by participating in games of chance, and in turn she will reward you with good luck. Each game of chance is an offering to your deity, and strengthens your bond with your deity.

Paladins of the Oath of the Gambler follow a set of loosely based tenets that go as following:

Fate guides your hand. As your deity is one of fate, you don't think much of what is the correct path to take, often a coinflip can do the trick. You let luck guide your hand.

Never look back. The past is irrelevant to the course of fate, and as such you live in the present.

Never decline a game of chance. As a Paladin of the Oath of the Gambler, a game of chance is an offering to your deity. You cannot decline a game of chance, even if your life is at stake.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Sacred Weapon. As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.

You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.

Turn the Unholy. As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of The Gambler Spells

Gambler's Folly

Starting at level 3, once per long rest as a free action you can opt any roll from yourself or an ally, and make them re-roll. The target must use the new roll.

At 15th level, this becomes once per short rest

Gambler's Fate

Starting at level 3, at the start of an encounter, the paladin can opt to challenge their deity, Lady Luck. Roll 1d4, the result will affect their AC for the remainder of the encounter:

1 - AC lowered by 1

2 - No effect

3 - No effect

4 - AC raised by 1

Stacked Odds

Starting at 7th level, your ability to change probability in your favor increases. Once per short rest as a free action or reaction, you can turn one of your own rolls or that of an ally that has disadvantage, and turn that into a roll with advantage. Alternatively you can use it to give an enemy with a normal roll or a roll with advantage into a roll with disadvantage.

At 17th level, this turns to twice per short rest.

Life's a Game

At level 7, your deity has shown greater favor for you. You gain advantage on saving rolls, including death saving rolls. This only persists if you perform at least one game of chance per day, not performing a game of chance will remove the advantage until you perform a game of chance again.

The Heart of the Cards

At level 15, your devoted love for Lady Luck has gifted you a boon. Once per long rest you can call upon your deity to turn any damage dealt to you until the end of your next turn into temporary hitpoints instead.

Gambler's Destiny

At 20th level, your very vessel becomes a home for your deity. Allowing you to change probability on a greater scale.

As a free action, you can double the damage dice of yourself or an ally.

Once you use this feature, you can’t use it again until you finish a long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
3/6/2021 2:10:52 PM
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0.2 Alpha
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