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The Gambler: Class Features

5e Class
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177 views7 pages

The Gambler: Class Features

5e Class
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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The Gambler

Proficiency Cantrips Spells


Level Bonus Features Known Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Lucky Touch (d6) 2 2 4 — — — — — — — —
2nd +2 Gambler's Wager, Jack of All 2 3 5 — — — — — — — —
Trades
3rd +2 Card Trick, Expertise 2 4 6 3 — — — — — — —
4th +2 Ability Score Improvement 2 5 6 4 — — — — — — —
5th +3 Lucky Touch (d8) 2 6 6 4 3 — — — — — —
6th +3 Double Down 2 7 6 4 3 — — — — — —
7th +3 Cursed Dice 2 8 6 4 3 2 — — — — —
8th +3 Ability Score Improvement 2 9 6 4 3 2 — — — — —
9th +4 Charmed 2 10 6 4 3 2 2 — — — —
10th +4 Lucky Touch (d10) 2 11 8 5 3 2 2 — — — —
11th +4 House of Cards 2 12 8 5 4 3 2 1 — — —
12th +4 Ability Score Improvement 2 13 8 5 4 3 2 1 — — —
13th +5 Well Travelled 2 14 8 5 4 3 2 1 1 — —
14th +5 Master Gambler 2 15 8 5 4 3 2 1 1 — —
15th +5 Lucky Touch (d12) 2 16 8 5 4 3 3 2 1 1 —
16th +5 All In 2 17 8 6 5 4 3 2 1 1 —
17th +6 Double Deal, When you need it 2 18 8 6 5 4 3 2 1 1 1
18th +6 Uncanny Luck 2 19 8 6 5 4 3 2 1 1 1
19th +6 Ability Score Improvement 2 20 8 6 5 4 3 2 1 1 1
20th +6 Always Lucky 2 21 9 6 5 4 3 2 2 1 1

The Gambler
(a) a rapier, (b) a longsword, or (c) any simple weapon
Class Features (a) a diplomat’s pack or (b) an entertainer's pack
a Gaming Set (Dice)
As a gambler, you gain the following class features
a Gaming Set (Playing Cards)
Leather armor
Hit Points
Hit Dice: 1d6 per gambler level Spellcasting
Hit Points at 1st Level: 6 + your Constituion modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constituion You have learned to untangle and reshape the fabric of reality
modifier per gambler level after 1st in harmony with your wishes and music. Your spells are part
of your vast repertoire, magic that you can tune to different
Proficiencies situations. See PHB chapter 10 for the general rules of
Armor: Light armor spellcasting and PHB chapter 11 for the bard spell list.
Weapons: Simple weapons, hand crossbows, longswords,
rapiers, shortswords Spell Slots
Tools: Gaming Set (Dice), Gaming Set (Playing Cards) The Gambler table shows how many spell slots you have to
Saving Throws: Dexterity, Charisma cast your spells of 1st level and higher. To cast one of these
Skills: Choose any three spells, you must expend a slot of the spell’s level or higher.
You regain all expended spell slots when you finish a long
Equipment rest. For example, if you know the 1st-level spell and have a
You start with the following equipment, in addition to the
1st-level and a 2nd-level spell slot available, you can cast your
equipment granted by your background:
1st-level spell using either slot.
Spells Known of 1st Level and Higher Gambler's Wager
You know two 1st-level spells of your choice from the
gamblers spell list. The Spells Known column of the Gambler Beginning at 2nd level, you can use a wager in order to aid an
table shows when you learn more gamblers spells of your ally or allies for a coming combat. During a short rest, place a
choice. Each of these spells must be of a level for which you wager with one or more allies. You and any friendly creatures
have spell slots, as shown on the table. who agree to your wager gain a bonus to the ability of thier
For instance, when you reach 3rd level in this class, you choice at the end of the short rest. You and each ally gain an
can learn one new spell of 1st or 2nd level. Additionally, when extra 1d6 to a chosen ability score. The ability bonus
you gain a level in this class, you can choose one of the increases when you reach certain levels in this class: to 1d8
gamblers spells you know and replace it with another spell at 9th level, to 1d 10 at 13th level, and to 1d12 at 17th level.
from the bard spell list, which also must be of a level for
which you have spell slots. Card Trick
Beginning at 3rd level, you may choose to focus your energies
Spell Casting Ability in order to create specific effects from the deck. You spend 1
Charisma is your spellcasting ability for your gamblers spells. minute focusing on the effect you desire and then draw a
Your magic comes from the heart and soul you pour into the card. This card will always produce the desired effect. You
performance of your music or oration. You use your spend a spell level which varies depending on the affect.
Charisma whenever a spell refers to your spellcasting ability.
In addition, you use your Charisma modifier when setting the Detect Magic (1st level)
saving throw DC for a bard spell you cast and when making Identify (2nd level)
an attack roll with one. Legend Lore (3rd level)
Spell save DC = 8 + your proficiency bonus + your See Invisibility (4th level)
Charisma modifier
Spell attack modifier = your proficiency bonus + your Expertise
Charisma modifier At 3rd level, choose one of your gambling sets and one other
skill proficiency. Your proficiency bonus is doubled for any
Spellcasting Focus ability check you make that uses either of the chosen
You can use a deck of cards as a spellcasting focus for your proficiencies. At 10th level, you can choose another two skill
spells and abilities. proficiencies to gain this benefit.

Lucky Touch Ability Score Improvement


You can inspire others to feats of luck with your very When you reach 4th level, and again at 8th, 12th, 16th, and
presence. To do so, you use a bonus action on your turn to 19th level, you can increase one ability score of your choice
choose one creature other than yourself within 60 feet of you by 2, or you can increase two ability scores of your choice by
who can hear or see you. That creature gains one Inspiration 1. As normal, you can’t increase an ability score above 20
die, a d6. using this feature.
Once within the next 10 minutes, the creature can roll the
die and add the number rolled to one ability check, attack roll, Double Down
or s aving throw it makes. The creature can wait until after it At 6th level, You may draw an additional card the next time
rolls the d20 before deciding to use the Inspiration die, but you use an effect which allows you to draw a card. If the 2nd
must decide before the DM says whether the roll succeeds or card drawn is an effect of equal or lesser level than the first
fails. Once the Inspiration die is rolled, it is lost. A creature card, both effects can be triggered as a single action. If the
can have only one Inspiration die at a time. second effect is higher level than the first, both effects fail.
You can use this feature a number of times equal to your
Charisma modifier (a minimum of once). You regain any Cursed Dice
expended uses when you finish a long rest. Your Inspiration Beginning at 7th level, you learn how to use your wit to
die changes when you reach certain levels in this class. The distract, confuse, and otherwise sap the confidence and
die becomes a d8 at 5th level, a d10 at 10th level, and a dl2 at competence of others. As a reaction, you can choose a
15th level. creature that you can see within 60 feet of you and use one of
your uses of lucky touch. Until the start of your next turn
Jack of All Trades whenever the creature makes an attack roll, saving throw, or
ability check, the creature has disadvantage on that check.
Starting at 2nd level, you can add half your proficiency bonus,
The creature is immune if it can’t hear you or if it’s immune to
rounded down, to any ability check you make that doesn’t
being charmed.
already include your proficiency bonus.
Charmed
Beginning at 9th level, you lose the ability to critically fail.
Whenever you roll a natural 1 on any die, it is counted as a 2.
House of Cards Alway's Lucky
By 11th level, you have learned the secret of activating the At 20th level, when you roll initiative and have no uses of
deck in order to shape it into an extradimensional retreat. It Lucky Touch left, you regain one use.
takes 10 minutes to deal the cards into the correct formation
to summon the House. At the conclusion of this time, you
conjure up an extradimensional dwelling that has a single
entrance on the plane from which the spell was cast.
The entry point is a formation of cards forming a door 4
feet wide and 8 feet high. Only those you designate may enter
the mansion, and the portal is shut and made invisible behind
you when you enter. You may open it again from your own
side at will. Once observers have passed beyond the entrance,
they are in a magnificent foyer with numerous chambers
beyond.
The atmosphere is clean, fresh, and warm. You can create
any floor plan you desire to the limit of the spell’s effect. The
place is furnished and contains sufficient foodstuffs to serve a
nine-course banquet to a dozen people per caster level. A staff
of near-transparent servants (as many as two per caster level),
liveried and obedient, wait upon all who enter. The servants
function as unseen servant spells except that they are visible
and can go anywhere in the mansion.
Any items which you leave in the House of Cards will
remain there and will be available when you later return.
Since the place can be entered only through its special
portal, outside conditions do not affect the mansion, nor do
conditions inside it pass to the plane beyond.

Well Travelled
At 13th level, your travels mean that you have seen or heard
of nearly anything. Your "Jack of all Trades" ability is replaced
with full proficency in all skills.

Master Gambler
Beginning when you reach 14th level, you regain all of your
expended uses of Lucky Touch when you finish a short or
long rest.

All In
At 16th level, you can take an action in order to go "All In". As
part of this action, you may cast all of your remaining spells
available for the day, one after another, starting with the
highest first.
As you cast the final spell, you suffer 3 levels of exhastion.
(Exhastion recovers at 1 level per long rest).

Uncanny Luck
Beginning at 18th level, your ability to succeed becomes
nearly legendary. Whenever you roll a natural 19 on any die,
it is counted as a natural 20.

Double Deal
At 17th level, whenever you draw a card from any of the
Gambler's decks, name a suit before looking at the card. If the
card matches the suit you named, the effect from the card
occurs twice on activation.

When you need it


Also at 17th level, you have an uncanny knack for succeeding
when you need to. Once per day, instead of rolling a d20, you
can declare the roll a 20. Once you use this feature, you can’t
use it again until you finish a long rest.
The Gamblers Deck's
The Elemental Deck The Gambler's Major Deck
d10 Card Ability d20 Card Ability
1 Card of Corrosion Acid damage 1 5 of Blades Bigby's Hand
2 Card of Flames Fire damage 2 5 of Lights Scrying
3 Card of Ice Cold damage 3 5 of Wizards Animate Objects
4 Card of Toxins Poison damage 4 5 of Jesters Mislead
5 Card of Skulls Necrotic damage 5 6 of Blades Chain Lightning
6 Card of Stars Radiant damage 6 6 of Lights Disintegrate
7 Card of Striking Lightning damage 7 6 of Wizards Globe of Invulnerability
8 Card of Minds Psychic damage 8 6 of Jesters Otto's Irristible Dance
9 Card of Crashing Thunder damage 9 7 of Blades Mordenkainen's Sword
0 Card of Force Force damage 10 7 of Lights Delayed Blast Fireball
11 7 of Wizards Plane Shift
12 7 of Jesters Mirage Arcane
The Gambler's Minor Deck 13 8 of Blades Antimagic Field
d% Card Ability
14 8 of Lights Sunburst
01-06 0 of Zeroes Prestidigitation
15 8 of Wizards Mind Blank
07-11 0 of Blades Blade Ward
16 8 of Jesters Feeblemind
12-16 0 of Lights Dancing Lights
17 9 of Blades Power Word Kill
17-21 0 of Wizards Mage Hand
18 9 of Lights Prismatic Wall
22-26 0 of Jesters Minor Illusion
19 9 of Wizards Wish
27-31 1 of Blades Thunderwave
20 9 of Jesters Weird
32-36 1 of Lights Faerie Fire
37-41 1 of Wizards Burning Hands
42-46 1 of Jesters Tasha's Hideous Laughter
47-51 2 of Blades Cloud of Daggers
52-55 2 of Lights Scorching Ray
56-59 2 of Wizards Silence
60-63 2 of Jesters Invisibility
64-67 3 of Blades Magic Weapon
68-71 3 of Lights Lightning Bolt
72-75 3 of Wizards Fireball
76-79 3 of Jesters Blink
80-83 4 of Blades Mordenkainen's Faithful Hound
84-87 4 of Lights Greater Invisibility
88-91 4 of Wizards Polymorph
92-95 4 of Jesters Dimension Door
96-97 Joker of Wizards Wall of Force
98-99 Joker of Jesters Rope Trick
00 Joker of Jokers Draw again from the Major Deck

The Gambler's Major Deck


Gambler's Spells
Exploding Card The Signed Card
Evocation Cantrip 1st-level Evocation
Casting Time: 1 bonus action Casting Time: 1 action
Range: Object Touched Range: Object Touched
Components: s Components: s
Duration: 1 round Duration: 1 hour
You charge 1d4 playing cards from the Elemental Deck with You draw a card from the Gambler's deck and charge it with
magical force. These cards can then be thrown and possess a arcane energy. Your name becomes emblazoned across the
range of 20/60. Up to 1 card per point of Proficincy bonus can card in arcane runes. For the duration of the spell, you know
be thrown as part of a single attack action. Each card which the exact direction and distance from yourself to the cards
hits deals 1d6 + 1 damage to its target. The damage of each location. You can also spend 1 round concentrating in order
card is determined by the type of card drawn from the deck. to hear what is going on in the immediate vicinity of the card.
At Higher Levels. When you cast this spell using a spell
slot of 2nd level or higher, the spell creates 1d2 more cards Dice Trick
for each slot level above 1st and the cards last for 1 additional 2nd-level Evocation
round before becoming powerless. Casting Time: 1 reaction
Range: An ally within 30 feet
Shielding Card Components: s
Evocation Cantrip Duration: Instantaneous
Casting Time: 1 bonus action As a reaction, after an ally makes a skill check or attack roll,
Range: Object Touched but before being told if the roll is a success or failure, you
Components: s may grant your ally advantage on the roll.
Duration: 1 round
You charge 1 playing card from the Elemental Deck with Stacked Deck
magical force. This card can then be activated as a reaction to 2nd-level Evocation
an incoming attack. You gain +4 AC against the attack. You Casting Time: 1 bonus action
also gain resistance to the damage type determined by the Range: Object Touched
type of card drawn from the deck. Components: s
If the card is not used during your turn it falls inert and Duration: 1 round
powerless.
You draw two cards from the Gambler's deck. Once drawn,
At Higher Levels. When you cast this spell using a spell
choose one of the two cards to empower, the other fades
slot of 2nd level or higher, the spell creates 1d2 more cards
immediately. Once you have chosen which card to empower
for each slot level above 1st and the cards last for 1 additional
you can choose a target for it.
round before becoming powerless.
If the card is not used during your turn it falls inert and
powerless.
Minor Dice Trick
1st-level Evocation
The Rising Card Trick
Casting Time: 1 reaction 3rd-level Evocation
Range: Self
Casting Time: 1 action
Components: s
Range: Object Touched
Duration: Instantaneous
Components: s
As a reaction, after making a skill check or attack roll, but Duration: 1 hour
before being told if the roll is a success or failure, you may
You daw a card from the Gamblers deck and infuse it with
grant yourself advantage on the roll.
power. This card grows in size until it is large enough for 1
individual to sit upon. For the duration of the spell this card
Random Draw can be controlled as if it were a flying carpet.
1st-level Evocation
Casting Time: 1 bonus action Trick Shuffle
Range: Object Touched 3rd-level Evocation
Components: s
Casting Time: 1 bonus action
Duration: 1 round
Range: Object Touched
You draw a random card from the Gambler's minor deck. Components: s
Once drawn, you know the effect which the card and can Duration: 1 round
choose a target for it.
If the card is not used during your turn it falls inert and
powerless.
You draw three cards from the Gambler's deck. Once drawn, The Unsolvable Mystery
choose one of the three cards to empower, the others fade 6th-level Evocation
immediately. Once you have chosen which card to empower
you can choose a target for it. Casting Time: 1 action
If the card is not used during your turn it falls inert and Range: self
powerless. Components: s
Duration: 1 minute
The False Cut You create d% illusionary copies of yourself. These copies
4th-level Evocation move as you do, and an observer can only determine if a copy
Casting Time: 1 bonus action is not you with a successful perception check (DC=20). If any
Range: Object Touched copy takes damage, it vanishes. Any time you cast a spell or
Components: s make an attack, 1d6 copies vanish.
Duration: 1 round
You may draw a specific card from the Gambler's deck and
Dreaming of Aces
7th-level Evocation
charge it with power. You may choose any single card from
the Gambler's Minor Deck. Casting Time: 1 bonus action
If the card is not used during your turn it falls inert and Range: self
powerless. Components: s
Duration: 1 minute
Slight of Hand You draw 3 cards from the Gambler's Minor deck. You can
4th-level Illusion activate all three of these cards as a single action.
Casting Time: 1 bonus action If the cards are not used during your turn it falls inert and
Range: Object Touched powerless.
Components: s
Duration: 1 round Re-deal
8th-level Evocation
You draw a card from the Gambler's deck and charge it with
power. The card is infused with illusion energy, and has an Casting Time: 1 action
effect as if it was drawn from a Deck of Illusions. Range: self
If the card is not used during your turn it falls inert and Components: s
powerless. Duration: 1 round
You shuffle the Gamblers deck. At the conclusion of the
Devils Cut shuffle you are affected as if you had just taken a full nights
5th-level Evocation rest. You recover spells, hit points, etc as normal.
Casting Time: 1 bonus action
Range: Object Touched Blackjack, Yahtzee, Game Over
Components: s 9th-level Evocation
Duration: 1 round Casting Time: 1 bonus action
You draw a card from the Gambler's deck and charge it with Range: Object Touched
power. The card is infused with magic, and has an effect as if Components: s
it was drawn from a Deck of Many Things. Duration: 1 round
If the card is not used during your turn it falls inert and You may draw a specific card from the Gambler's deck and
powerless. charge it with power. You may choose any single card from
the Gambler's Minor or Major Deck.
Big Time Draw If the card is not used during your turn it falls inert and
5th-level Evocation powerless.
Casting Time: 1 bonus action
Range: Object Touched
Components: s
Duration: 1 round
You draw a random card from the Gambler's major deck.
Once drawn, you know the effect which the card and can
choose a target for it.
If the card is not used during your turn it falls inert and
powerless.
Legal Junk
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This work may contain material that is copyright Wizards
of the Coast and/or other authors. Such material is used with
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Dungeon Masters Guild. Special thanks to
http://www.naturalcrit.com/homebrew/ for the offcial looking
format.
All other original material in this work is copyright 2016 by
KaCee Bunn-Smith and published under the Community
Content Agreement for Dungeon Masters Guild.

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