Rogue
Base Class: Rogue

A gambler is a person who stakes their life on the roll of the dice- and certain people are able to elevate that gambler's spirit to a level that allows them to harness the Weave, creating random effects that ultimately work to their advantage.

Roulette

3rd level Gambler feature

As a bonus action on your turn, you can invoke your connection to the Weave to create a random effect. Roll a d20- the number rolled determines the effect produced by Roulette. You can use this feature a number of times equal to your Charisma modifier per long rest. If your Roulette ability requires the enemy to make a saving throw, the DC is equal to 8 + your proficiency bonus + your Charisma modifier.

Roll

Effect

1 - Mysidian Rabbit

Choose three creatures that you can see within 30 feet. These creatures receive 1d6+5 hit points, and you can remove one of the following effects from each creature: blinded, poisoned, charmed, deafened, frightened, paralyzed, or petrified. 


At 9th level this healing increases to 1d8, at 13th level, 1d10, at 17th level, 1d12. 

2 - Ultima

All creatures within a 20-foot radius sphere of you must make a Dexterity throw. On a failed save, they take 4d8 force damage and cannot use reactions until the end of their next turn.

3 - Stampede 

You can designate a 10-foot radius sphere within 30 feet of you. All creatures within that sphere must make a Strength saving throw equal to your Roulette DC- on a failed save, they take 1d6 bludgeoning damage, and you can roll a 1d8. The armor class of all enemies affected by this ability is reduced by the number rolled until the end of their next turn.


At 9th level this damage increases to 1d8, at 13th level, 1d10, at 17th level, 1d12. 

4 - Bomb

A live firebomb appears in your hand, forcing you to make a Dexterity saving throw. On a successful save you can lob it at one creature that you can see, forcing them to make the saving throw. If they succeed, they can throw it as well. The first creature that fails the Dexterity saving throw takes 4d10 fire damage.

5 - Summon

Roll 1d4. You summon a random elemental from their plane of existence, who are generally not very happy to be disturbed. Upon summoning this elemental, you must make a Charisma saving throw against that elemental’s DC- on a successful save, they perform an attack based on their type against an enemy of your choice within 60 feet. On a failed save, they perform that attack against you.


1 - Water Elemental. DC 15.


Water Wheel. All creatures within 10 feet of the targeted creature must make a Dexterity saving throw equal to your Roulette DC. On a failed save, they take 3d8 bludgeoning damage, and are restrained by tendrils of water until the end of your next turn.


2 - Fire Elemental. DC 18.


Fire Whip. +8 to hit, 2d8+5 fire damage. The creature you hit must also make a Constitution saving throw equal to your Roulette DC. On a failed save, they take 2d8+5 additional fire damage at the start of their next turn.


3 - Earth Elemental. DC 17.


Earth Blast. All creatures within 10 feet of the targeted creature must make a Dexterity saving throw. On a failed save, all creatures surrounding the target are pushed back 20 feet from the targeted creature- if the target fails the save, they are stunned until the end of their next turn.


4 - Wind Elemental. DC 16.


Wind Blade. +8 to hit, 2d8+5 force damage on a hit. In addition, the enemy must make a Strength save equal to your Roulette DC- on a failed save, they are knocked prone and take 1d6 additional bludgeoning damage.

6 - Mega Flare

A massive flare of magical energy erupts from you in a 20-foot wide, 50-foot long beam in a direction of your choosing. All creatures within the radius of the beam must make a Dexterity save of your Roulette DC or take 5d8 damage that is not affected by resistances, immunities, or vulnerabilities, and has no elemental type.

7 - Hangover

Choose one creature. They must make a Constitution saving throw against your Roulette DC. If failed, the creature is poisoned and subject to the effects of the spell confusion, not requiring concentration, with the Wisdom saving throw DC equal to your Roulette DC.

8 - Tonic

You immediately gain 20 temporary hit points. These temporary hit points can be added onto temporary hit points gained from sources other than this effect, but not temporary hit points gained from this effect. These temporary hit points last until your next long rest.

9 - Prismatic Flash

Roll 1d6 three times. Up to three creatures of your choice within 30 feet take 1d6 damage of a type determined by your earlier rolls.
1 - Fire

2 - Cold

3 - Lightning

4 - Force

5 - Acid

6 - Poison


At 9th level this damage increases to 1d8, at 13th level, 1d10, at 17th level, 1d12.

10  - Kamikaze

The caster is immediately reduced to 0 hit points, and can designate any number of creatures within 60 feet. The creatures chosen gain 4d8 hit points.

11 - Royal Guard

The next attack roll made against you has disadvantage, and your next saving throw is made with advantage.

12 - Superiority

All creatures within a 20-foot radius sphere of you are pushed away 30 feet in the direction opposite of you, and are knocked prone in addition.

13 - Night Shift

All creatures within a 20-foot radius sphere of you must make a Wisdom saving throw equal to your Roulette DC, or be put under the effects of the sleep spell.

14 - After Hours

All creatures within a 30 foot radius, including you, are put under the effects of the slow spell.

15 - Happy Hour

Roll 1d12. You immediately cast the haste spell, targeted on one random creature within 30 feet of you. The target of this spell is determined by the d12 roll- with a roll of 1 meaning that the target is you, and each number ascending is the next-closest creature within 30 feet of you. If there are no more creatures, the target becomes you again and the count starts over.

16 - Bold Gamble

You can create one wild magic effect centered on a creature you can see within 30 feet.

17 - Royal Flush

You gain advantage on your next melee attack roll, and on a successful hit, you can roll an additional weapon die of damage on that attack.

18 - Magic Wand

Roll 1d100. The number you roll on this table determines a random spell you cast. On an even number, the spell is centered is any creature other than yourself that you can see within 30 feet. On an odd number, the spell is centered on you. These spells are cast as if cast at their base level, and any spellcasting modifier or saving throw is based off your Charisma modifier/ Roulette DC. If any additional targets are required, they can be chosen as if the spell was cast as normal. If the spell requires concentration, said concentration is dealt with as normal, with you concentrating on the spell. If the spell has a casting time above one action, it is instead cast as one action, and the spell requires no material, verbal, or somatic components.

1. grease

2. infestation

3. bless

4. chaos bolt

5. detect thoughts

6. life transference

7. cure wounds

8. hex

9. wall of fire

10. blade ward

11. disguise self

12. false life

13. fortune’s favor

14. blur

15. blink

16. web

17. steel wind strike

18. daylight

19. moonbeam

20. slow

21. haste

22. mass healing word

23. legend lore

24. misty step

25. dimension door

26. shield

27. polymorph

28. see invisibility

29. chain lightning

30. gift of gab

31. encode thoughts

32. armor of agathys

33. spirit shroud

34. find traps

35. spirit shroud

36. fire bolt

37. chromatic orb

38. detect magic

39. aura of vitality

40. color spray

41. fear

42. crusader’s mantle

43. fly

44. heal

45. augury

46. gaseous form

47. swift quiver

48. death ward

49. jump

50. lesser restoration

51. remove curse

52. mage armor

53. shocking grasp

54. true seeing

55. true strike

56. ceremony 

57. inflict wounds

58. hunger of hadar

59. enervation

60. zephyr strike

61. summon celestial

62. aid

63. invisibility

64. prestidigitation

65. find familiar

66. alarm

67. dragon’s breath

68. bane

69. fireball

70. charm monster

71. darkvision

72. modify memory

73. speak with dead

74. prayer of healing

75. suggestion

76. resilient sphere

77. hideous laughter

78. seeming

79. detect good and evil

80. thaumaturgy

81. banishment

82. dissonant whispers

83. command

84. hold person

85. elemental weapon

86. mind spike

87. holy weapon

88. motivational speech

89. beacon of hope

90. negative energy flood

91. shield of faith

92. spiritual weapon

93. hail of thorns

94. hunter’s mark

95. thunderwave

96. vicious mockery

97. warding bond

98. flame strike

99. circle of power

100. disintegrate


 

19 - Morale Boost

Choose one creature you can see within 30 feet. You can choose one creature and grant it one of the following effects:


  • That creature gains 2d8 hit points.
  • Roll 1d8. That creature regains a spell slot of a level equal to half the number rolled on the d8, rounded up. If the spell slot restored is not of a level they can cast, or they are not missing a spell slot of that level, it restores a spell slot of the highest level that they can cast/are missing instead. If they are not missing any spell slots or cannot cast spells, this effect fails, doing nothing.
  • That creature gains 3d8 temporary hit points until their next long rest.
  • That creature gains a bonus of 1d8 AC until the end of their next turn.

20 - Jackpot

Roll 1d100.
1-25: Gain 1d100 GP.
26-50: Lose 1d100 GP
51-100: Nothing happens.

 

Bribe

3rd level Gambler feature

When you make an attack roll, you can expend an amount of gold pieces equal to the CR of the creature you’re attempting to attack (or combined class levels, if they don’t have a CR.) You can then immediately make a Charisma (Persuasion) check contested by the creature’s Wisdom (Insight) check. On a successful roll, you gain advantage on the attack, and can deal an additional 1d6 psychic damage as part of a Sneak Attack, if you roll it. This feature can only be used once per turn.

Gambler's Talents

3rd level Gambler feature

You gain expertise in Dice and Playing Card sets. In addition, you gain proficiency in Deception if you don’t already have it.

Speculate

9th level Gambler feature

You can use an action to transmute magic items you’ve obtained into gold. Choose one magic item in your possession. You gain GP based on the rarity of the magic item you choose, and the magic item disappears from your inventory. You can use this feature twice per long rest.

Common - 25 gp

Uncommon - 100 gp

Rare - 500 gp

Very Rare - 2500 gp

Legendary - 25000 gp

Cheat

13th level Gambler feature

Your mastery of the Weave has increased to give you a level of control over the outcomes that it gives you. You can now use your Roulette ability an unlimited amount of times- instead, you can expend a use of the Roulette feature, and instead of rolling, you can choose an outcome from the table.

Coin Toss

9th level Gambler feature

You can use your action to spend an amount of gold equal to 10 x your Rogue level to throw that amount of coins at a creature you can see within 30 feet, causing them to disintegrate into bolts of force that strike at that creature. That creature must roll a Dexterity saving throw equal to your Roulette DC- on a failed save, the enemy takes 1d4 force damage for every 10 gold spent.

Low Leverage

17th level Gambler feature

You can expend 100 gold to use this ability as an action, and can do so once per long rest. When you use this ability, a pulse of negative energy from the Weave spreads out in a 100-foot radius sphere centered on you. This sphere lasts until the end of your next turn, and you can dismiss it as a free action. Any creature inside of this sphere has resistance to all damage.

Previous Versions

Name Date Modified Views Adds Version Actions
4/30/2021 8:44:23 PM
10
0
--
Coming Soon