Gambler

While all Rogues excel at risky behavior, the life of a Gambler revolves around ever-increasing risk. Gamblers enjoy nothing more than high-stakes situations where they'll put everything on the line. Usually found in dank taverns and gambling dens, these Rogues can't help but gamble any gold or treasure they gain adventuring at a possible chance for more wealth.  

Gambler Exploits

3rd-level Rogue (Gambler) Feature   You learn certain Exploits at the Rogue levels noted in the table below. These don't count against your total number of Exploits Known and can't be switched upon gaining a level.
Rogue LevelExploit
3rdquick quip, subtle con
5thsoothing speech, trick shot
9thincite violence

Gambler's Knack

3rd-level Rogue (Gambler) Feature   In life's games, sometimes you win, and sometimes you need to improvise. You gain proficiency with improvised weapons, playing cards, and one gaming set of your choice. Whenever you make an ability check that incorporates a gaming set you gain a bonus to your roll equal to one roll of your Exploit Die.   Finally, if you spend at least 1 minute observing or playing a game you aren't familiar with, you can add your proficiency bonus to any ability check related to the game. However, only one game or gaming set can benefit from this feature. Using it to learn a new game causes you to lose previous benefits.  

Pick a Card

3rd-level Rogue (Gambler) Feature   Decks of cards count as improvised weapons for you. When you use them as a weapon, playing cards have the finesse and thrown (30/60) properties, and on hit, your playing cards deal slashing damage equal to 1d4 + your Dexterity modifier.   Once per turn, when you hit with a playing card attack the number rolled on the d4 grants your attack a bonus effect:
RollBonus Effect
1The target's speed is reduced by a number of feet equal to five times your Dexterity modifier until the start of your next turn.
2You add your Sneak Attack bonus to this attack even if it doesn't meet the normal requirements.
3You gain temporary hit points equal to one roll of your Exploit Die.
4You can choose to switch places in initiative order with the target, starting at the top of the initiative order in the next round of combat.

Strange Luck

7th-level Rogue (Gambler) Feature   You are blessed with an entertaining, yet strange, luck. Your weapon attack rolls score a critical hit on a roll of 7 or 20 on the d20, but your weapon attack rolls of 13 or 1 on the d20 are both considered critical failures. Good luck!  

Quickdraw

13th-level Rogue (Gambler) Feature   You always make the first move. You have advantage on your initiative rolls, and if you make a playing card attack during your first turn, you can choose the effect of Pick a Card.   You also learn the quick draw Exploit, but it doesn't count against your total number of Exploits Known. When you use this Exploit it also works for your thrown weapon attacks.  

Jackpot

17th-level Rogue (Gambler) Feature   Your good fortune is another's bad luck. Whenever you roll a 6 on a d6 for one your Sneak Attack bonus dice, you can roll one additional d6 and add the result to your damage roll.   In addition, the damage dealt by your playing card attacks increases to 2d4, and you choose which d4 result you use to determine the effect of Pick a Card for that attack.

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