Gambler
These merchants are dealers of a different kind, the
peddlers of entertainment and the excitement of chance.
The temptation of quick riches is known by everyone all
too well, and gamblers specialize in the seductive power of
easy wealth.
The outcome of any bet is always determined by luck, skill, or possibly both. Members of the merchant guild of gamblers are able to manipulate both of these concepts, ensuring that the odds are always in their favor.
You gain proficiency with playing card sets and the Insight skill. Using the Use an Object action, you can make a ranged spell attack against a creature within 60 feet with a card from the deck. On a hit, a card deals 1d4 + your Charisma modifier damage of a type of your choice from either acid, cold, fire, or lightning.
Additionally, whenever you make an ability check, attack roll, or saving throw, you may draw one card from a standard 52-card deck of poker cards (Jokers removed) instead of rolling a d20. When you do, consult the Cardistry table and use the Result for the check, adding any modifiers that apply.
Once you do this, you place the card into a discard pile, which you may look through at any time. You can shuffle your discard pile back into your deck when you finish a short or long rest.
You have advantage on ability checks and saving throws made to prevent others from sensing your motives, perceiving your emotions, or reading your thoughts.
You gain the following spells when you reach the level noted in the Merchant Level column. You always have them prepared and they don’t count against the number of spells you can prepare each day. If a spell doesn’t appear on the merchant spell list, the spell is nonetheless a merchant spell for you.
As a reaction, when a creature rolls for damage, you can allow the creature to reroll any of the damage dice once, provided you aren’t incapacitated. If the value shown is less than the original roll, the creature takes damage equal to half your merchant level and the attack deals no damage.
Whenever you fail a saving throw, you can reroll the save once and must use the new result.
Once you use this feature, you cannot do so again until you finish a short or long rest.
When you or a creature that you can see hits with an attack that has disadvantage, you can use your reaction to turn the attack into a critical hit.
You can use this feature a number of times equal to your Charisma modifier. You regain expended uses when you finish a long rest
The outcome of any bet is always determined by luck, skill, or possibly both. Members of the merchant guild of gamblers are able to manipulate both of these concepts, ensuring that the odds are always in their favor.
Gambler Features
Merchant Level | Feature |
3rd | Cardistry, Poker Face, Gambler Magic |
5th | Tempt Fate |
9th | The House Always Wins |
15th | Jackpot |
Cardistry
3rd-level Gambler Merchant featureYou gain proficiency with playing card sets and the Insight skill. Using the Use an Object action, you can make a ranged spell attack against a creature within 60 feet with a card from the deck. On a hit, a card deals 1d4 + your Charisma modifier damage of a type of your choice from either acid, cold, fire, or lightning.
Additionally, whenever you make an ability check, attack roll, or saving throw, you may draw one card from a standard 52-card deck of poker cards (Jokers removed) instead of rolling a d20. When you do, consult the Cardistry table and use the Result for the check, adding any modifiers that apply.
Once you do this, you place the card into a discard pile, which you may look through at any time. You can shuffle your discard pile back into your deck when you finish a short or long rest.
Subclass Requirement: Poker Cards
This subclass requires a standard 52-card deck of Poker cards (a set with the Jokers removed) to make use of its features. Your Cardistry feature references the Cardistry table below:Cardistry
Card Rank ♠♣ ♥♦ A 1 11 2 2 12 3 3 13 4 4 14 5 5 15 6 6 16 7 7 17 8 8 18 9 9 19 10 10 20 J 1 20 Q 1 20 K 1 20
Poker Face
3rd-level Gambler Merchant featureYou have advantage on ability checks and saving throws made to prevent others from sensing your motives, perceiving your emotions, or reading your thoughts.
Gambler Magic
3rd-level Traveler Merchant Guild featureYou gain the following spells when you reach the level noted in the Merchant Level column. You always have them prepared and they don’t count against the number of spells you can prepare each day. If a spell doesn’t appear on the merchant spell list, the spell is nonetheless a merchant spell for you.
Gambler Spells
Merchant Level | Feature |
3rd | bless |
5th | enhance ability |
9th | counterspell |
13th | compulsion |
17th | skill empowerment |
Tempt Fate
5th-level Gambler Merchant featureAs a reaction, when a creature rolls for damage, you can allow the creature to reroll any of the damage dice once, provided you aren’t incapacitated. If the value shown is less than the original roll, the creature takes damage equal to half your merchant level and the attack deals no damage.
The House Always Wins
9th-level Gambler Merchant featureWhenever you fail a saving throw, you can reroll the save once and must use the new result.
Once you use this feature, you cannot do so again until you finish a short or long rest.
Jackpot
15th-level Gambler Merchant featureWhen you or a creature that you can see hits with an attack that has disadvantage, you can use your reaction to turn the attack into a critical hit.
You can use this feature a number of times equal to your Charisma modifier. You regain expended uses when you finish a long rest
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