Warlock Subclass - The Gambler

by Uncle1113

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The Gambler

Kruiskop City, a gambler’s haven, is a city dedicated to the God of luck and gamble, said to have existed since the dawn of time. You won’t easily find this city, as it is on its own plane of existance and needs a “ticket” to be allowed in. This ticket is a magic item, a card with the symbol of the God Kruiskop. Once obtained you need to travel to Neverwinter and activate it. The moment you do, the card slowly burns, as some sort of fog is emitted, completly engulfing you. When you open your eyes, you’ll see a city trapped in perpetual night with beautiful red lanterns floating in the sky. All around you hear cheers, laughters, the clinking of glasses from the nearby tavern, the sound of cards being shuffled, chips being thrown, and the subtle yet familiar sound of jazz music. Yes, you’re in the right place. This whimsical city has the so called Blessing of Kruiskop, which makes every bet, wager or any sort of gamble happening in the city, magically bound as long as there is mutual agreement. You can’t back down on your word, nor can you promise something you don’t have. The layout of the city may seem overwhelmingly complex at first, but you’ll find your way around. What may confuse you at first is the absence of real borders, meaning there is no way out of the city. If you walk to the last house in the north, you’ll find yourself in front of the last house in the south. But don’t worry, you are allowed to leave whenever you want, just remember that to find your way back in, you must find another ticket, and they don't just hand them out on street corners. The best gamblers in the city are granted favors by the God, and in rare cases, you might even have a rendezvous with Kruiskop himself, and who knows, he might take a liking on you…

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Kruiskop

You made a pact with a mysterious God said to be born along with the universe itself. His name is Kruiskop, the God of luck and gambling. Only confirmed gamblers can appear to the mischievous God Kruiskop, and they are the only ones who will find mercy and who can receive his favours.

Expanded Spell List

The Gambler lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Spell Slot Spell name
1st Chaos Bolt, Identify
2nd Fortune's Favor, Wristpocket
3rd Fireball, Blink
4th Greater Invisibility, Polymorph
5th Dominate Person, Modify Memory

Con man

At 1st level due to your experience as a gambler you gain proficency in gaming sets (which also become your spellcasting focus), deception and sleight of hands.

Being very subtle while cheating is also a gamble in itself, that's why you honed your spellcasting to the point where you can ignore the verbal and somatic components of the spells you use, granted you pass a Sleight of Hand check against the Insight of the target(s).

Charm of the Bettor

Starting at 1st level, you gain the ability to place a curse on someone.

As part of your action, when casting a spell to meant to charm a target, you can give that creature disadvantage on the saving throw.

The curse ends early if the target dies, you die, or you are incapacitated. This ability can be use a number of times equal to your Charisma modifier per short/long rest.

Furthermore you learn the guidance cantrip, which doesn't count against the number of warlock cantrips you know. Starting at 10th level, it has a range of 30 feet for you, and you can cast it as a bonus action.

Even or Odds

Your nature as a gambler gives you the power to alter reality by simply rolling a die. Starting at 6th level you obtain from your patron a number of dice (equal to your Charisma modifier) charged with an obscure magic.

These dice will be recharged after a short/long rest. From level 9th if you roll a 1 on an attack roll, saving throw or ability check, you will still suffer the consequences (lol) but you’ll regain a ??die or hit die, but not over their maximum.

You gain the ability to ante up your own life to a game of even or odds. Choose how many hit dice you are willing to bet to your patron, pick even or odds and roll a d20 (Lucky or other similar feats that may change the outcome can’t affect this roll).

If you succeed you can choose one of the following two options:

• Heal: Add to your or your ally’s current hit points the amount of hit dice you bet, but not over your max hp, what remains will be lost.

• Attack: Add to your or your ally’s damage roll the amount of hit dice you bet. You can use this feature after seeing if the attack hit. If you’re using it for your own attack, you attack right after the roll as a bonus action, if it is meant for your ally, you need to use your reaction.

When the Chips Are Down

At 10th level, when brought down to 0 HP but not killed outright, a coin with the symbol of your patron will appear from your sleeve into your hand, flip it and if the side of your choosing comes out, your patron will allow you to cheat death itself by leaving you instead at 1 HP.

Immediately as a reaction you are granted a free attack and your movement won't provoke attack of opportunities.

You can use this feature a number of times equal to your Charisma modifier per long rest.

Experienced Gambler

Your experience in the shady path of the gambler gave you a strong mind and keen senses.

You now have resistance to psychic damage and you gain the benefits of the Alert feat.

Avatar of the Cards

At 14th level your patron gave you a unique set of cards imbued with magic, as a bonus action summon an illusory image of a king, a queen or a jack (or all three) by drawing a card from the deck:

• Full house (roll a 6 on a d6 to summon all 3)

• The King (roll a 5)

• The Queen (roll a 4)

• The Jack (roll a 3)

• The Fool (roll a 2.. Nothing happens, but you can try again next round)

• The Joker (roll a 1. Nothing happens, but you can't use the feat again until you have a long rest)

To calculate the summon’s HP:

Prof*CON mod + Warlock lvl/2 * hit die

(K:d10, Q:d8, J:d6)

For example the king at 14th level has:

5*7 + 14/2 * 10 = 105HP

The summons can’t move more than 15ft away from you.

The summoning grants you the following benefits: • +2 AC

• Resistance to bludgeoning, slashing and piercing damage (only with King/Queen/Jack)

• Resistance to all damage (only on Full House)


You can command them to attack with a bonus action as their turn is right after yours:

• Their melee attacks cause force damage. They can only attack once each when Fullhouse is on.

• They have the same spell level as you and can each use your spell list, but can only ever cast once and once per round. The spell can target you or another creature.

If you fall unconscious they will try to protect you until they are defeated.

This ability lasts for 1 minute and can only be used once per long rest. Twice at level 20, and you get to reroll once.


Jack

Medium


  • Armor Class 10+prof
  • Hit Points see above
  • Speed 10ft.

STR DEX CON INT WIS CHA
17 (+3) 19 (+4) 19 (+4) 7 (-1) 10 (+0) 18 (+4)

  • Saving Throws strength +6, dexterity +7
  • Skills passive perception 13, deception +7
  • Damage Resistances bludgeoning, piercing, slashing (Fullhouse: all types)
  • Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned
  • Senses Darkvision 60ft.
  • Languages Understands Common and Celestial but can’t speak, telepathy 60ft.

Actions

Spellcasting (1/day) The Creature can cast once from the summoner's spell list without expending his spell slot. His spellcasting attribute is charisma (Spell save DC 15).

Rapier Melee Weapon Attack: +7 to hit, 5ft., one target. 13 (2d8+4) Force damage

Misleading attack When the Jack attacks, as a part of it, make a Charisma (Deception) check against a creature you can see that isn’t incapacitated, contested by the target’s Wisdom (Insight) check. If he succeeds, from that moment on he can add a 3d6 to the damage roll. This can only apply on one creature at a time.


Queen

Medium


  • Armor Class 9+prof
  • Hit Points see above
  • Speed 15ft.

STR DEX CON INT WIS CHA
10 (+0) 11 (+0) 16 (+3) 15 (+2) 23 (+6) 18 (+4)

  • Saving Throws wisdom +9 charisma +7 intelligence +5
  • Skills passive perception 20, insight +11
  • Damage Resistances bludgeoning, piercing, slashing (Fullhouse: all types)
  • Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned
  • Senses Darkvision 60ft.
  • Languages Understands Common and Celestial but can’t speak, telepathy 60ft.

Aura of Benevolence The queen constantly emanates an aura of maternal love and regality. The aura extends in a radius of 30 feet from her. Every non-hostile creature within the aura regains a 1d6+wisdom hit points at the end of their turn and benefit from her protection, as they get to add her charisma modifier to their saving throws. Furthermore when a hostile creature hits you, the Queen or an ally within the aura, they take 1 point of psychic damage for each attack (if they attack multiple times)

Actions

Spellcasting (1/day) The Creature can cast once from the summoner's spell list without expending his spell slot. Her spellcasting attribute is wisdom (Spell save DC 18).

Longsword Melee Weapon Attack: +4 to hit, 5ft., one target. 11 (2d10) force damage



King

Medium


  • Armor Class 13+prof
  • Hit Points see above
  • Speed 10ft.

STR DEX CON INT WIS CHA
19 (+4) 11 (+0) 24 (+7) 8 (-1) 12 (+1) 21 (+5)

  • Saving Throws strength +9, constitution +12
  • Skills passive perception 16, intimidation +10
  • Damage Resistances bludgeoning, piercing, slashing (Fullhouse: all types)
  • Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned
  • Senses Darkvision 60ft.
  • Languages Understands Common and Celestial but can’t speak, telepathy 60ft.

Aura of Authority The king constantly emanates a menacingly authoritarian aura. The aura extends in a radius of 10 feet from him. Every hostile creature that ends its turn in the aura must make a wisdom saving throw or be stunned, as their legs give out due to the pressure. This effect ignores any condition immunity the creature may have. If they failed, every turn the creature can use their action to repeat the throw to try and shake off the fear and stand back up again.

Actions

Spellcasting (1/day) The Creature can cast once from the summoner's spell list without expending his spell slot. His spellcasting attribute is charisma (Spell save DC 18).

Greatsword Melee Weapon Attack: +9 to hit, 5ft., one target. 17 (2d12+4) force damage





















sources

Front page: https://www.artstation.com/andead Image on the bottom right: couldn't find the source, if you do i'll be happy to credit

 

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