High Roller Profession in Lindorwyn | World Anvil
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High Roller

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High Roller (Rogue Sub-Class)

hit dice:
hit points at 1st level:
hit points at higher levels:
armor proficiencies:
weapon proficiencies:
tools:
saving throws:
skills:
starting equipment:
spellcasting:
class features:

Heart of a Gambler

Starting when you choose this archetype, choose: Dice set, Dragonchess set, Playing Card set, or Three-Dragon Ante set. You gain proficiency with the chosen set. Your Proficiency Bonus is doubled for any ability check you make that uses the chosen Tool Set. Additionally, you can add half your Proficiency Bonus (round up) to any check you make with a Dice set, Dragonchess set, Playing Card set, or Three-Dragon Ante set that doesn’t already use your Proficiency Bonus.  

Double Down

When you choose this archetype you gain the agility to stretch the bounds of your luck. Whenever you roll a natural 20 on an attack roll you may challenge the success. Roll a D20 if it is equal to or greater than the attacked creature's AC you may triple the damage instead of doubling them. Otherwise, roll normal critical damage.  

Roll the Bones

Starting at 9th level, the fact that luck always seems to be on your side manifests while you are fighting. Whenever you use your Sneak Attack feature you can impose an additional effect. Consult the Fate's Reward table below for the effect using the most frequent or tied for the most frequent numbers among your Sneak Attack dice.

Fate's Reward Table

Number Effect
1 You deal bonus damage equal to your Rogue Level.
2 You gain temporary Hit Points equal to half the damage dealt with your Sneak Attack.
3 Your movement does not provoke attacks of opportunity until the beginning of your next turn.
4 The target's speed is reduced by half and it cannot take Reaction until your next turn.
5 You reduce the targets place in the initiative order by your Charisma modifier.
6 The damaged creature is stunned until the end of it's next turn.
Whenever you would roll more than 6 dice with your Sneak Attack feature you can choose 6 of them to be the dice counted for this feature, and ignore the rolls of those dice when determining the most frequent number.

Against the Odds

Starting at 9th level, you gain the ability to exploit situations when luck is against you for devastating attacks. Whenever you make an attack as disadvantage and still successfully hit a creature you may use your Sneak Attack feature.   Additionally, whenever a creature within 30 feet of you rolls with Advantage or Disadvantage and both dice show the same number you may immediately use your Reaction to move up to your move speed and make an attack.

Final Gambit

Starting at 17th level, when in a pinch you can lean on lady luck one final time. Whenever you would make an attack, skill check, or saving throw you may instead flip a coin. If the coin comes up heads you treat the outcome as though you rolled a natural 20. If the coin comes up tails treated the outcome as though you failed. No spell, effect, or feature can change the outcome of the coin flip.   If this feature is used for a Death Saving throw a success returns you to 1 Hit Point and back to consciousness. You may immediately roll any number of Hit Dice at the beginning of your next turn.   Once you use this feature you cannot use it again until you complete a Long Rest.
subclass options:

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