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Gambler

Some Rogues live by wit, others by steel. A Gambler thrives on risk itself, weaving chance into every move. Each toss of the dice could mean ruin or reward, but the Gambler embraces the wager without hesitation.

Ante Up

When you choose this archetype at 3rd Level, You have a number of Chips equal to your Proficiency bonus Once per turn, you can spend a Chip immediately before making an attack roll. If you do, roll a d6 and note the result.

Even Number. If the d6 shows an even number, add that result to the attack roll.

Odd Number. If the d6 shows an odd number, subtract that result from the attack roll.

If the attack hits, you roll additional damage using half your normal sneak attack die (round up). The extra damage is the same damage type as the weapon’s damage.

You can never have more Chips than your pb, and you regain all expended Chips when you finish a Short or Long Rest.

Bluff

Also at 3rd level, Select one Gaming Set, as well as one skill from the following list: Deception, Persuasion or Sleight of Hand. You gain proficiency with each choice. If you already have proficiency, you gain Expertise instead.

Additionally, Decks of cards count as simple weapons for you. When you wield them as a weapon, playing cards have both the Finesse and Thrown (30/60) properties, and on hit, they deal slashing damage equal to 1d4 + your Dexterity modifier.

Once per turn, when you hit with a playing card attack the number that you rolled on the d4 grants your attack a bonus effect as shown in the table below:

RollBonus Effect
1The target's speed is reduced to 10 feet
until the beginning of your next turn.
2Add your Sneak Attack bonus damage even if
this attack doesn't meet the requirements.
3You gain temporary hit points equal
to twice your Exploit Die.
4You can switch places in initiative order with
the target, starting with the next round.

    Alternately, you can use a deck of standard playing cards to determine the bonus effect applied to playing card attacks by drawing a random card on hit and checking its suit: clubs (1), diamonds (2), hearts (3), spades (4), or Joker (your choice).

Loaded Dice

At 9th level, When the die you roll for Ante Up shows an odd number, you can choose to increase that number by 1 and treat it as even.

Once you use this feature, you can’t do so again until you finish a Short or Long Rest.

The House Always Wins

Also at 9th level, Whenever you reduce a hostile creature to 0 Hit Points or score a critical hit against one, you regain 1 Chip. You can benefit from this feature only once per turn.

Slots

Beginning at 13th level, At the start of your turn, you can spend 1 Chip to spin the reels of fate. Roll a number of d6s equal to your Charisma modifier (minimum of one). For each die that shows a 6, you gain one of the following effects of your choice. You cannot choose the same effect more than once on a turn.

High Roller. You have Advantage on the next D20 Test you make before the start of your next turn.

Hot Streak. Your Speed is doubled until the start of your next turn.

Insurance. You gain Temporary Hit Points equal to your Rogue level.

On The House. The next time you use a rehabilitation before the start of your next turn, the number of Sneak Attack dice you forgo for an option is one less.

Hit. You regain 2 Chips.

All In

Finally at 17th level, When you use Ante Up, you can choose to go All In by spending all your remaining Chips. When you do, roll a d10 instead of a d6. If the attack hits, the extra damage granted by Ante Up uses d10s instead of your Sneak Attack dice.

If this damage reduces the target to 0 Hit Points, you regain a number of Chips equal to twice the number you spent. If this would cause you to exceed the maximum number of Chips you can hold at one time, you can trigger Jackpot.

Jackpot. Roll a number of d10s equal to the number of excess Chips granted by All In. Each creature of your choice that you can see within 30 feet of the target takes Force damage equal to the result.

Once you use this feature, you can’t do so again until you finish a Short or Long Rest.


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