Cunning Gambit | Element 133 Class Feature | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Cunning Gambit - 2500 AXP

TIER ONE FEATURE: Cunning Gambit

    • AXP: 2500
    • Pre-Requisites: Selected Hustler as base class
    • Grants Access To: None

You develop special gambits from your criminal endeavors. You learn two gambits when you take this feature, and gain more as you gain tiers.

Cunning Gambits


TierNumber of Gambits
Tier 14
Tier 25
Tier 36
Tier 47
Tier 59
Tier 610
Tier 711
Tier 812
Tier 913
Tier 1015

Every time you learn a new gambit, you can replace one gambit you know for a new one.

Cunning Gambits

Accuracy

prerequisite: 3rd-tier

If you haven't moved on your turn, you can give yourself advantage on ranged weapon attack rolls you make on your turn. In addition, both the short and long range of your ranged attacks is doubled when you do so.

After using this gambit, your movement speed is reduced to 0.

Beat

Once in each turn, when you hit a creature with a light melee weapon, you can move 10 feet without provoking opportunity attacks from that creature.

Blade Stealer

You become able to steal your opponent's weapons even when fighting. Whenever a creature misses you with a melee attack by 1 or 2, you can snatch its weapon from its hand, if you have a hand free.

You can't use this ability while wearing armor heavier than light.

Brawler

You gain access to the Brawler Bruiser feature, and may take it for half the AXP cost listed.

Card Thrower

You can fling your cards with speed and accuracy enough to harm someone. You can use playing cards as simple ranged weapons, with the finesse, light and thrown property (30/120). You can use your Intelligence, instead of Dexterity, for attacks and damage rolls with it. On a hit, it deals 1d8 slashing damage. A playing deck has 52 cards.

Cleaver

prerequisite: 3rd-tier

You are extra mean with a knife. Once per turn when you hit a creature with a dagger, you deal additional 1d6 damage.

Clouting

You can disappear in the night, facilitating your access. When you are in dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, use technomancy or are no longer in dim light or darkness.

You can use this ability twice, regaining your uses of it after finishing a long rest.

Distraction

As an action, you can create a distraction on your turn. All creatures within 10 feet of you must succeed on a Wisdom (Insight) against your Charisma (Deception) or Dexterity (Sleight of Hand) check. On a failed contest, they loose their reaction. In addition, after this distraction, you can take the Dash action as part of the same action, even passing trough spaces occupied by hostile creatures if they have failed the saving throw.

You can use this feature a number of times equal to your proficiency bonus, and regain your uses after finishing a long rest.

Dungeon Crawler

You take half damage from traps and falling. In addition, you have advantage on any Intelligence (Investigation) checks made to look for traps and hidden passages.

Fast Reload

prerequisite: 5th-tier

When you make an attack with a weapon that has the reloading property, you can ignore that property.

Flight or Flight

prerequisite: Get Away

When you are under the effect of get away, you can take the Dash and Disengage actions as a bonus action.

Frantic Escape

prerequisite: Get Away, 5th-tier

Get Away lasts for 10 minutes.

French Leave

prerequisite: Get Away

You can start Get Away on the start of your turn without taking an action, rather than using a bonus action.

Get Away

You can enter in a state of frenetic flight using your bonus action. For 1 minute, when you move, you can instead take two short movements by flying. Each movement is at half your speed, and you must end each one on a creature, solid object, or ground. If you do not, you fall and your movement ends.

Once you use your get away feature, you can't use it again until you finish a short or a long rest.

In addition, whenever your proficiency bonus increases by 1, your movement speed increases in 10 feet during the get away.

Henchman

prerequisite: 5th-tier

You learn how to attract henchman and form a guild. You can spend 1 hour in a city and spend 2 cunning dice to attract a follower. Your follower has the statistics of a bandit. You can have any amount of followers, but when you spend a cunning dice, you can't recover that dice until you dismiss your henchman. Starting at 5th tier, you can spend 3 cunning dice to recruit a thug, and at 7th tier you can spend 5 cunning dice to recruit a bandit captain. You can't have more than one captain at the same time.

Once you dismiss a henchman or he dies, you recover your spent cunning dice when you finish a long rest. If your henchman dies, you can't use this feature again to recruit henchman for the next 7 days.

Your henchman are loyal to you and obey all your commands. They act as charmed creatures, unless you take a harmful action against them. If you mistreat or attack them, you must spend 1 cunning dice to retain their loyalty.

Infused Cards

prerequisite: 3rd-tier, Card Thrower

You can throw cards infused with technomancy. Your attacks with throwing cards ignore resistance and immunity to non-magical damage. In addition, you can use your action to throw two cards. This number increases to three cards at 5th tier and four cards at 7th tier.

Lasher

While wielding a whip, your reach increases in 5 feet. Whenever you hit a creature with an whip, you can choose to cause that creature to be grappled, if the target is large sized or lower. You can use a bonus action to pull the target towards you, if the target is of the same size or lower, or to pull yourself towards the target, if the target is higher.

In addition, you can use this to grapple objects and pull yourself towards them or pull them towards your direction. You must make an attack against the objects AC, grappling it on a hit, if it has a surface were the whip could turn around it.

Moreover, you can use a 50-foot rope as a whip. You add your proficiency bonus to attacks with it, and can make attacks up to that range.

Moonlighter

Criminals tend to be nocturnal predators. You gain darkvision of 60 feet. This increases your natural darkvision by 30 feet, if you already has it.

Quick Lunge

When you make melee attacks using Dexterity, you treat your attack as having the reach property.

Shivver

You are specially good in stabbing people when they least expect. Whenever an hostile creature misses you with a melee attack, you can make an attack with a dagger or knife against it using your reaction.

In addition, you add your proficiency bonus when making attacks with improvised knives.

Snuff I

When you take the attack action and make an attack with a dagger or knife, you can use your bonus action to make another attack with it.

Snuff II

prerequisite: 3rd-tier, Snuff I

You can use your snuff feature with any type of light melee weapon. In addition, once in each of your turns when you make an attack with these types of weapon at advantage, you add your Intelligence modifier as a bonus to the damage roll.

Snuff III

prerequisite: 5th-tier, Snuff II

You can use your snuff feature with any type of melee one-handed weapon. In addition, you score critical hits on a 19-20 with these types of weapons.

Slip

prerequisite: 3rd-tier

When you take damage from ranged attacks, you reduce the damage by 1d4. This increases to 1d6 at 5th tier and 1d8 at 7th tier.

Thug

You are enduring and hardened. When you are reduced to 0 hit points, you can choose to be reduced to 1 hit point instead. You can't use this feature again until you finish a long rest.

Pirate

You are used to rob and plunder vehicles. You gain a climbing speed equal to your movement speed, and have advantage on Strength (Athletics) made to swim.

In addition, you add twice your proficiency bonus on Navigation checks.

Porch Climber

You can climb like a cat, robbing trough high windows and climbing the city. While not wearing armor heavier than light, you gain a climb speed equal to your walking speed.

You can also move up, down and across vertical surfaces and along ceilings leaving at least one hand free if you have access to the climber's kit.

Moreover, when using your climbers kit, you can anchor yourself using an object interaction on your turn, rather than an action.

Quick Change

prerequisite: proficiency with the disguise kit

You can quickly change your clothes and appearance. You can create disguises as part of a short or a long rest using a disguise kit, and it takes you only an action to don or doff a disguise.

Disguises that require moderate changes take 1 minute, and extensive changes require 10 minutes.

Moreover, you can don or doff a suit of light armor using an action.

Rough Neck

You are specially good in evading strikes. Whenever you wear light or no armor, your AC increases by 1 against melee attacks. This bonus increases to 2 at 5th tier, and to 3 at 7th tier.

Skilled

prerequisite: 5th-tier

When you make an ability check, you can give yourself advantage on that check. You can use this ability a number of times equal to your proficiency bonus, regaining your uses after finishing a long rest.

Twinkle Toes

You know how to run from the guards. Your movement speed increases by 10 feet while you are not wearing armor heavier than light.

Tough

You learn how to survive enduring the hard life on crime. You can use your bonus action to give yourself temporary hit points equal to 1d10, that last for 1 hour. This increases to 1d12 at 5th tier.

You can use this feature a number of times equal to your proficiency bonus, and regain your uses after finishing a long rest.

Volley

As an action, you can make attacks with ranged or thrown weapons against all creatures in a 10-foot radius within the normal weapon's range. All creatures in the area must succeed on a Dexterity saving throw (DC 8 + your proficiency bonus + your Dexterity modifier) or take the weapon's normal damage. You must spend ammunition for each target, and you can't avoid hitting friendly creatures in the area. If you use volley on the weapon's long range, creature's have advantage on the save.


 

Created by

BreePeterson.

Statblock Type

Element 133 Class Feature

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