Gambler

As a Gambler, you gain the following class features.

Hit Points

  • Hit Dice: 1d10 per Gambler level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Gambler level after 1st.

Proficiencies

  • Armor: Light armor, medium armor
  • Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords.
  • Tools: Deck of cards, dice set, chess set
  • Saving Throws: Dexterity, Intelligence
  • Skills: Choose three from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, Stealth.

Equipment

You start with the following equipment, in addition to that granted by your background:

  • (a) Rapier or (b) Shortsword
  • (a) Shortbow and 20 arrows or (b) Shortsword
  • (a) Burglar’s pack or (b) Dungeoneer’s pack or (c) Explorer’s pack
  • Leather armor, a deck of cards, and a dice set.

Level Progression

LevelProficiency BonusFeatures
1st+2Gambling Man, Gambler’s Way
2nd+2Poker Face, Stealthy Cheater
3rd+2Luck
4th+2Ability Score Improvement
5th+3Extra Attack
6th+3Mist Finer
7th+3Beginner’s Luck
8th+3Ability Score Improvement
9th+4Trickster’s Insight
10th+4Rabbit’s Foot
11th+4Card Flourishes
12th+4Ability Score Improvement
13th+5Refined Luck n’ Gambles
14th+5Mastered Skills
15th+5Super Luck
16th+5Ability Score Improvement
17th+6Fortuna
18th+6Pure Skill, Pure Luck
19th+6Ability Score Improvement
20th+6Original Bet: All In, Double or Nothing

1st Level

  • Gambling Man. Choose one of your gaming set proficiencies. You add double your proficiency bonus to any ability check using that set.

  • Gambler’s Way. You channel risk into combat via three “Gambles”:

    1. AC Gamble: If you’re unarmored, you gain +10 ft movement, deal +1d6 weapon damage, and can Hide or Dodge as a bonus action. However, you take an extra 1d10 bludgeoning, slashing, or piercing damage whenever hit by those damage types.
    2. Saving Throw Gamble: You take a –1d4 penalty to a damage save; on success you take no damage (instead of half), on failure you take extra d8s equal to the attacker’s proficiency bonus.
    3. Parry Gamble: As a reaction to a melee attack, contest with an attack roll; on success you negate their hit and deal your weapon damage + d6s equal to your prof. bonus. On a crit you don’t expend your reaction; on failure you take extra d6s equal to their prof. bonus.

    Whenever you succeed a Gamble, you gain one stack each of Swagger and Moxie:

    • Swagger: +1 to AC, attack rolls, damage rolls, and saving throws (max stacks = your proficiency bonus).

    • Moxie: +1d4 weapon damage per stack (max stacks = your proficiency bonus).
      -# These last until combat ends; losing all Swagger (and half Moxie) if you drop to 0 HP. You can only gain one Swagger per round.


2nd Level

  • Poker Face. Gain proficiency (or Expertise) in Deception. When a creature Insight‐checks you, you can force disadvantage. Usable a number of times = your prof. bonus per long rest.
  • Stealthy Cheater. Gain proficiency (or Expertise) in Stealth. While hidden, you make skill checks at advantage, and can make them as a bonus action.

3rd Level

  • Luck. You gain a seventh stat, Luck, equal to (highest + lowest ability scores)/2. You’re proficient in Luck saves and add your Luck modifier to damage rolls made at advantage. You can expend Luck in “Strokes of Luck”:

    • Devastating Critical: On a crit, deal extra damage = Luck × (1d4); rolling 1 on the d4 negates class/item modifiers.
    • Lucky Dodges: As a reaction, add Luck to a save. On success, gain advantage on your next attack and impose disadvantage on the next attack vs. you; reversed on a failure.
    • Lucky Shot: Make an attack using Luck as your attack modifier; on hit deal extra d4s = Luck, on miss you take that damage.
Luck may also trigger DM‐driven “Lucky Minigames” in or out of combat; subject to DM discretion and a potential Luck cap.

4th Level

  • Ability Score Improvement. As per standard rules, +2 to one ability or +1 to two (max 20).
  • If your DM allows the use of feats, you may instead take a feat

5th Level

  • Extra Attack. When you take the Attack action, you may attack twice. You may use Lucky Shot once per Attack action.

6th Level

  • Mist Finer. When you Attack, you may make a Sleight of Hand check (using Dex or Luck) contested by the target’s Perception or AC. On success you deal +d6s = Luck and apply one of:

    • Chest: Push target 10 ft and deal +d6s bludgeoning if they hit an object.
    • Legs: Target falls prone and loses 10 ft speed until your next turn.
    • Eyes: Target blinded until end of next turn (critical blinds 1 min).
Usable once per Attack action; applies reach 10 ft; advantage/disadvantage on attack applies here.

7th Level

  • Beginner’s Luck. When making a skill check without proficiency, you add half your Luck modifier (rounded down).

8th Level

  • Ability Score Improvement. As per standard rules, +2 to one ability or +1 to two (max 20).
  • If your DM allows the use of feats, you may instead take a feat

9th Level

  • Trickster’s Insight. Gain proficiency (or Expertise) in Insight. As a bonus action, contest a creature’s Deception with your Insight; on success you have advantage on attacks vs. them this turn (or impose a Luck-stat penalty vs. them if you used Luck). On failure (using Luck) they have advantage on attacks vs. you until end of combat. Usable floor(prof. bonus/2) per long rest.

10th Level

  • Rabbit’s Foot. Add your Luck modifier to all damage you deal.

11th Level

  • Card Flourishes. Your deck of cards becomes a magical attunement item. You may draw cards (max = prof. bonus) into your “Hand.” When you deal damage, you can expend a card to add its value:

    • 2–10: Face value (damage only)
    • Jack/Queen/King: 1d10 each (Jack = attack rolls; Queen = checks/saves; King = damage)
    • Ace: Contest 1d20; on win it’s 11; on loss it’s 1
    • Joker: Contest 1d20; on win you score a Devastating Critical and lower crit min by 1; on loss both you and target suffer penalties.
Suits determine damage type ( Spades = slashing , Diamonds = piercing , Clubs = bludgeoning , Hearts = force ). Cards reset on a long rest.

12th Level

  • Ability Score Improvement. As per standard rules, +2 to one ability or +1 to two (max 20).
  • If your DM allows the use of feats, you may instead take a feat

13th Level

  • Refined Luck n’ Gambles. Your 1st–3rd-level features improve:

    • AC Gamble: Movement +20 ft; can Disengage bonus-action; damage bump to 1d12.
    • Stealthy Cheater: When you attack from stealth you gain an additional attack.
    • Devastating Critical: d6 instead of d4.
    • Lucky Dodges: Advantage/disadvantage effects last the full round.
    • Lucky Shot: Extra damage in d8s = Luck.
    • Swagger max stacks = proficiency bonus; at max Swagger crit min lowered by 1.

14th Level

  • Mastered Skills. When you roll a Deception, Insight, Sleight of Hand, or Stealth check, treat any d20 roll lower than 9 as a 10. Tools/skills you’re proficient in also benefit from your lowered crit threshold.

15th Level

  • Super Luck. Luck modifier +2. Add Luck to saves you’re proficient in, and half Luck to saves you’re not. You may instead declare a save as a Lucky Dodge before rolling.

16th Level

  • Ability Score Improvement. As per standard rules, +2 to one ability or +1 to two (max 20).
  • If your DM allows the use of feats, you may instead take a feat

17th Level

  • Fortuna. Once per long rest, you may add your full Luck stat to a “Lucky Minigame” vs. the DM.

18th Level

  • Pure Skill, Pure Luck. Your Mist Finer extra dice increase to d10s.

19th Level

  • Ability Score Improvement. As per standard rules, +2 to one ability or +1 to two (max 20).
  • If your DM allows the use of feats, you may instead take a feat

20th Level

  • Original Bet: All In, Double or Nothing. Your crit threshold is lowered by 1. On a crit, roll 1d4: on 2–4 all damage dice are ×2/×3/×4 respectively; on 1 you suffer full damage yourself. Once per long rest you can gamble with a 1d20 Minigame (no Luck bonus) to instead roll 1d8; on a 1 you die outright.