Paladin
Base Class: Paladin

Paladins who follow the Oath of the Gambler are paladins in name only.  They serve, well serve in the loosest sense gods such as The Lady, Fortuna, Mask, Tymora and Ogmha. The ride the whims of fate, gambling the odds, taking good and bad luck as it comes. Unlike other gods, gods of fate and fortune tend to watch their followers closely intervening in a myriad of smaller ways, turning the tide when a bought of ill-fate has overtaken them, or when a slim but fantastic chance presents itself. These gods promote taking on incredible odds and impossible challenges, and reward those who keep the faith in the midst of great peril. 

Those who take the oath of the Gambler are risk takers through and through, relying on skill and more importantly the winds of fate to see them through. Gamblers are strangely devoted to their gods often having a much more personal relationship than other people who follow a divine path. Gamblers are not holy warriors in fact they tend to be thieves, adventurers, performers or swashbucklers, living on the shadier side of life and revelling in it. As such the Oaths they swear are incredibly loose and fluid.

Many of a Gamblers abilities revolve around luck, they seem to have an uncanny knack for turning the odds to their favour. As such they seem to have an aura of change about them, but it is only when they actively participate in events that they can effect change, for it is through action that outcomes are changed. To watch a gambler in combat is to see the truly bizarre sight, blows that look destined to hit will miss as the attacker stumbles over a rock, the gambler will swing a blade only to find a perfect chink in the armour. They can even turn the bad luck of others into their favour.

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of Conquest Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of Conquest Spells

The Lady of Fortune

Paladins who take the oath of the Gambler do not get channel divinity options, the power of their gods are always with them in so many small ways. At 3rd level they gain the lucky feat. 

Lady luck or whatever incarnation of fortune that you serve can intervene, turning a failure into a success, a glancing wound into a grievous one or anything else you can think of. You gain a pool of luck points that can be used to fuel your actions. You have a maximum of these up to 7. You gain 3 at level 3, 4 at level 7, 5 at level 11, 6 at level 15 and 7 at level 20. You can choose to spend these whenever you wish, you restore one luck point each time you roll a natural 1 or a natural 20, all points are restored on a short or long rest.

Luck Points.

  • You can spend 1 luck point to give yourself expertise in a skill of your choice, to a maximum of 3 luck points for 3 skills with expertise. These last until your next long rest.
  • You can spend 1 luck point to mark a target with a jinx. Jinxed targets take additional weapon damage from your strikes up to your charisma modifier and gain disadvantage on ability checks for a stat you choose. This jinx lasts for 1 minute.
  • (Level 7 restriction) For 1 luck point you gain advantage on initiative rolls.
  • (Level 15 restriction) You can spend 3 luck points to give yourself advantage on all rolls for the next minute.

Roll the Dice

Gamblers move through the battle field like a wind of change, brining fortune and calamity with them. If there is one thing gamblers hate it is being weighed down. Most Gamblers leave their lives to chance, as such many choose not to wear armour, trusting luck and skill to carry them through. While you are wearing no armour and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier. 

What hold true for armour also hold true for weapons, while Gambler paladins are trained in simple and martial weapons, they hate lugging about a big lump of metal. Gamblers cannot use shields or weapons with the two handed or heavy properties. They must either wield a one handed weapon with the versatile property or a light weapon or a pair of light weapons. They do however gain the two weapon fighting style and are able to add their dexterity or charisma bonus to their off hand weapon. 

You can choose to wield any other weapon of your choice, but most gamblers prefer to tinker with their own signature weapons. Some make paired daggers, others a cutlass and a dirk, some have even been known to make use of firearms. Whatever the custom weapons of their choice, over a long rest you can imbue them with a small fragment of fortune. At 3rd level this makes your weapons magical for overcoming resistances and immunities. 

You also roll a critical hit on a dice roll of a 19-20, but only natural 20's a relevant for your luck points. 

Lucky Step

At 7th level, your instinctive luck lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Additionally you always seem to be in the right place at the right time you can add your charisma modifier to your initiative rolls.

You seem to have an uncanny knack when you lie or try to charm people and for some reason when you look for things you always seem to find them. You gain advantage on Persuasion and Deception rolls, as well as Investigation and Perception.

(Mis)Fortune

An air of chance surrounds you causing misfortune for others and results for yourself. You seem to be able to land blows which would seem impossible to others, when you take the attack action you gain an additional attack. 

You score a critical hit on a roll of 18-20.

When you spend 3 luck points to give yourself advantage on all rolls for the next minute, you seem to gain the ability to leech luck, bad and good from your foes. Each time you or they make a critical hit (natural 20) or critical miss (natural 1) you restore a luck point. You can then choose to spend a luck point to restore a spell slot. 2 points for a 1st level spell slot, 4 points for a second level spell slot and 7 points for a 3rd level spell slot.

 

Well that was Lucky

Unlike other paladins at this level you don't seem to change at all, you don't grow wings or become an avatar of war. But you do become incredibly lucky. As a bonus action you can seemingly make nothing happen.

  • All attacks made against you are made at disadvantage as enemies seem to trip or stumble, or become distracted around you.
  • Whenever an enemy rolls a natural 1 within 5ft of you you can use your reaction to perform a 3rd level divine smite against them, this smite doesn't cost you a spell slot.
  • As you laugh an tumble your way through the battlefield, your allies are some how inspired. Once on each of their turns they can re-roll one dice roll of their choice. 

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