Gambler Class

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The Gambler

The Gambler

The tidy elven woman wipes her flashy overcoat as she walks onto the stage to perform her act. She pulls out a deck of cards and performs her act as the crowd just feet away marvel in awe. Cards float in every which way and colors fly in all directions. The marvelous performer brings the cards and colors back to her hand before bowing and taking a leave off stage as the crowd shows a round of applause never seen before.

Running, a half-orcish man wipes blood from his mouth and rips an arrow from his chest. He kneels behind a boulder before muttering an incantation, causing a double of himself to appear before him and his actual self to disappear from view. The hunters in chase, fooled by the illusion, shoot down the misty mirage of the half-orcish man before panicking and hastily running around searching. What they don't see is the half-orcish man already gone from the scene, resting under a tree.

A card is placed faced down at the gambling table by a human man, readied to be shown for the next round of the game. The cards set down are a 3 or hearts and an 8 of diamonds; nothing special. The dealer asks the man to show his cards and as he does, he waves his finger under the table to chant a spell as the card flip around and shutter into 2 face cards. The table goes wild at this man and he just sits there, with a sly smile, watching the chips on the table get slid to his pile.

Creating a Gambler

A very involved gambler is more often than not doing something just a little bit illegal to obtain the sweet high they get from winning. Unfortunately, the high they obtain by winning also comes with the deep low of losing what they had. Ask yourself how your character was driven to a life of gambling and just how bad their life is tied to gambling. Your character background should look into this; maybe it was to support your family? Lost in life and gambling was your only high? Are you a rich noble who had too much money to mess around with? Think about what cards your character was dealt and how they play into your background.

Quick Build

You can make a gambler quickly by following these suggestions. First, your highest ability score should be Charisma, followed by either Dexterity or Wisdom. Second, choose the Entertainer or Charlatan background depending on your alignment.

Gambling Addiction

In most cases, a gambler will have some sort of gambling addiction, whether it is severe or not. Think about how your character acts when a gambling scene is presented to them and how a win or loss effects their mood.

Alignment

A gambler's alignment is heavily tied to how they play into the gambling scene. If your character is a rich noble who has lots of money to spend, maybe they are more lighthearted because losing is not so much of a deal. What if your character has a poor family and losing is what could threaten their life? In this case they could be more willing to do underhanded things to provide for their family.

The Gambler
Level Proficiency Bonus Features 1st 2nd 3rd 4th 5th
1st +2 Spellbound Deck, Spellcasting, Card Throwing (d4) 2
2nd +2 Expertise, Raise 2
3rd +2 Form of Gambling, Wild Card (1/rest) 3
4th +2 Ability Score Improvement 3
5th +3 Gambling Form Feature, Card Throwing (d6) 4 2
6th +3 Reshuffle, Expertise 4 2
7th +3 Double Down, Critical Luck 4 3
8th +3 Ability Score Improvement 4 3
9th +4 Card Throwing (d8) 4 3 2
10th +4 Ability Score Improvement 4 3 2
11th +4 Gambling Form Feature, Wild Card (2/rest) 4 3 3
12th +4 Ability Score Improvement 4 3 3
13th +5 Luck Of The Draw 4 3 3 1
14th +5 Card Throwing (d10) 4 3 3 1
15th +5 Critical Luck Improvement 4 3 3 2
16th +5 Ability Score Improvement 4 3 3 2
17th +6 Gambling Form Feature 4 3 3 2 1
18th +6 Card Throwing (d12) 4 3 3 2 1
19th +6 Ability Score Improvement 4 3 3 2 2
20th +6 Trump Card 4 3 3 2 2

Class Features

As a gambler, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per gambler level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per gambler level after 1st

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons, Shortswords, Rapiers
  • Tools: Playing Card Set, Dice Set, One musical instrument of your choice

  • Saving Throws: Wisdom, Charisma
  • Skills: Choose two from Arcana, Deception, History, Insight, Perception, Performance, Persuasion, or Sleight of Hand

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a shortsword, (b) a rapier, or (c) any simple weapon
  • (a) an entertainer's pack or (b) a dungeoneer’s pack
  • leather armor and A playing card set

Alternatively, you can start with 5d4 x 10 GP to buy your own equipment.

Gambler Multiclassing

Gamblers follow all the normal rules for multiclassing. the following tables function as additions to those listed on page 163 and 164 of the Player's handbook.

If your group uses the optional rule for multiclassing in the Player's Handbook, here's what you need to know if you choose gambler as one of your classes.

Ability Score Minimum. You must have a Charisma of 13 or more to multiclass in or out of this class.

Spell Slots. Add half of your levels in the gambler class, rounded down, to the appropriate leves from other classes to determine your available spell slots

Spellbound Deck

At 1st level, you learn how to harness your proficient card skills and use them to cast spells. Much like a wizard's spell book, this deck can be drawn on to learn and cast spells. Also, you learn the art of Card Throwing, detailed below as well.

Replacing your Spellbound Deck

You can copy a spell from your own deck into another book - for example, if you want to make a backup copy of your deck. You need only spend 1 hour and 10 gp for each level of the copied spell which represents the time and money spent drawing spells on your cards.

Spellcasting

Starting at 1st level, you have learned to harness arcane energy through means of card manipulation.

Preparing and Casting Spells

The Gambler table (detailed at the end of the class) shows how many spell slots you have to cast your gambler spells. To cast one of your gambler spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of gambler spells that are available for you to cast, choosing from the gambler spell list. When you do so, choose a number of gambler spells equal to your Charisma modifier + half your gambler level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level gambler, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Burning Hands, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of gambler spells requires time spent drawing these spells on your deck: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Charisma is your spellcasting ability for your gambler spells, since their power derives from the performance you can display. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a gambler spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus

You can use your Spellbound Deck as a spellcasting focus for your gambler spells.

Card Throwing

Also at 1st level, you learn the art of Card Throwing. These cards can be drawn from your Spellbound Deck to attack using the weapon statistic block shown below. As you gain levels in this class, your arcane prowess grows and so does the damage die of your cards. Your cards do 1d6 damage at 5th, 1d8 at 9th, 1d10 at 14th, and 1d12 at 18th. If you wish, you can use Charisma instead of Strength or Dexterity for attacks using these cards. A card will reappear in your Spellbound Deck if it is more than 5 feet away from either you or your deck for more than 1 minute.

Card 1d4 Slashing 1/8 Lbs. Finesse, Thrown (20/60)

Expertise

Beginning at 2nd level, choose two of your skill proficiencies to gain expertise in. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 6th level, you can choose two more of your proficiencies to gain this benefit.

Raise

At 2nd level, your card tricks has led you to a discovery in how you harness your arcane ability. When making a Saving Throw or Ability Skill Check, but before you know the results, you can expend a spell slot to gain 2 times the expended spell slot's level as a bonus to that roll.

For example, at 5th level, if you roll an Ability Skill Check or Saving Throw that adds up to 12 and you decide to use this feature, you can expend a 2nd level spell slot to gain +4 to that roll and make it a 16.

You can use this feature equal to your Charisma modifier, indicating your influence to the roll. All expended uses are replenished at the end of a long rest.

Form of Gambling

At 3rd level, significant gambling experience has driven you to a path as to how you will take the rest of your gambling life. Your chosen form choice grants you features at 3rd level and then again at 5th, 11th, and 17th level.

Wild Cards

Your form allows you to utilize arcane power to fuel magical effects. Each Wild Card option provided by your gambling form explains how to use it.

When you use your Wild Card, you choose which option to use. You must then finish a short or long rest to use your Wild Card again. Beginning at 11th level, you can use your Wild Card twice between rests.

Some Wild Card effects require saving throws. When you use such an effect from this class, the DC equals your gambler spell save DC.

Ability Score Improvement

When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Reshuffle

At 6th level, during a short rest, you can reshuffle your Spellbound Deck and change your prepared spells. You can change an amount of prepared spells equal to your Proficiency Bonus. You cannot reshuffle your deck again until your finish a long rest.

Double Down

By 7th level, you have practiced raising the stakes of your rolls to a point of perfection. You know when to raise and when to leave it be. Once per long rest, when you use the Raise feature, you can add 4 times the spell slot's level as a bonus instead of only 2 times the slot level.

Critical Luck

Also at 7th level, luck has shown through you and has even given you more than you probably should have. However, this luck still works in your favor. You now roll a critical success on a 19 or 20.

At 15th level, this increases to 18, 19, and 20. Unfortunately, you now roll a critical fail on either a 1 or a 2.

Luck Of The Draw

At 13th level, you can channel arcane energy into a card. As an action, you prepare to channel your energy and then roll a d4 on the table below. You gain the effect explained on the table. You can use this feature equal to your Proficiency bonus and you regain all expended uses when you finish a long rest.

Suit Gained Effect
Hearts You gain temporary hit points equal to your level.
Spades You gain a +5 bonus to damage rolls for 1 minute.
Diamonds You gain advantage on all saving throws for 1 minute.
Clubs You gain a +2 bonus to your AC for 10 minutes or until you become incapacitated.

Trump Card

At 20th level, at the end of a long rest, choose one of your prepared spells. Once per long rest, you can cast this spell at 5th level without expending a spell slot. This spell attack has advantage and all damage and effects of the spell are doubled. If the spell requires the targets to make a saving throw, they do so at disadvantage. You can change the spell at the end of your next long rest.

Form of The Dealer

At all gambling tables, throughout all of time, there was always a gambler to keep the table working in their favor. This gambler is the center of the table, the dealer. A dealer uses arcane magic and quick wits to work their opponents into playing the cards the dealer wishes.

Wild Cards

When you take this form at 3rd level, you gain the following two Wild Card options.

Modify Field. As an action, move an amount of solid material within the area of your Gambling Table equal to 10 feet times your Charisma modifier. For example, if your Charisma modifier is +4, you can move 40 feet of solid material within the area of your Gambling Table. You can move it to build walls, platforms, stairs, ceilings, etc. Each thing you build has a thickness of 5 feet.

Table Knowledge. As a bonus action, knowledge of running a gambling table has bestowed arcane knowledge on you as well. For the duration of your Gambling Table, you can cast an amount of unprepared gambler spells equal to your Proficiency Bonus. For example, if the spell Burning Hands is not prepared, you can cast it by expending the appropriate spell slot. You can do this to any spell until you've casted unprepared spells equal to your Proficiency Bonus.

Gambling Table

Starting at 3rd level, you understand the workings of a gambling table and can produce such effects onto the battlefield. On your first turn in initiative, you can set up your Gambling Table as a free action. Choose a spot within 60 feet of you. All places within a 30 foot square centered on the chosen spot count as your "Gambling Table". This feature is essential for the rest of your form's abilities.

Eye For Cheating

Also at 3rd level, as a reaction, whenever a creature makes a roll at advantage within the area of your Gambling Table, you can make one attack at that creature.

Dealer's Insight

At 5th level, as a bonus action, you can make an Wisdom (insight) check contested with their Charisma (deception) check at a creature to determine one of the following if you succeed: Armor Class, speed, one ability score, one of its senses, its maximum hit points, or its creature type.

Table's Rules

At 11th level, when you set up your Gambling Table, work with your DM to set up a rule that will remain for the duration of your table. If a creature within the range of your Gambling Table breaks the rule, they take 2d10 psychic damage.

Dominate Table

Beginning at 17th level, as a bonus action, choose one creature within the area of your Gambling Table. That creature has disadvantage on all rolls until the end of its next turn. You can use this feature equal to your Charisma modifier per long rest and you regain all expended uses when you finish a long rest.

Form of The High Roller

A High Roller is someone who bets high when they wish to bet on something and knows exactly how to do it. Unfortunately, this leads to boring life of always winning and so they result to another type of gambling, gambling with their own life. A High Roller plays with their life like a game of poker and messes with it in any way they wish just for that sweet feel of winning.

Wild Cards

When you take this form at 3rd level, you gain the following two Wild Card options.

Frenzied Magic. As a bonus action, you roll on the Wild Magic table whenever you cast a spell for the next minute.

Siphoning Aura. As an action, gain an aura within 10 feet of you for 10 minutes. When a hostile creature is within this aura, at the start of its turn, siphon 1d10 health from that creature. The creature takes the amount rolled in necrotic damage and you gain hit points an equal amount that it lost. If you heal to your maximum hit points, you gain temporary hit points for the duration of your aura.

Sacrificial Gamble

At 3rd level, you can choose to forgo the expended use of an ability granted by this class and instead gamble with your life. However, gambling your life increases the risk of using the ability. So, instead of using the rules your usually use for the ability, use the rules shown below for the select ability. You can use this feature once and you regain the use when you finish a long rest.

Raise. Use this ability as normal but take 1d4 psychic damage per spell slot level.

Wild Card. Roll a d2 and use that result. Take 1d6 psychic damage.

Luck Of The Draw. Roll a d4 and use that result. Take 3d4 psychic damage.

Ante

At 5th level, you can bet your hit points. When the dungeon master calls for Initiative, before you roll, you can bet an amount of hit points to a maximum of 5 per enemy you are fighting. You can choose what enemies you bet on. After you roll initiative, if your roll is higher than that enemy, you lose no hit points and instead deal that amount of hit points bet as psychic damage to the enemy you bet on. If your roll is below that enemy’s initiative roll, you lose the hit points you bet on.

For example, if your dungeon master calls for initiative and you wish to bet hit points, you can bet on enemies 1,2, and 4, wagering 3 hit points each. If your roll is below enemy 1’s roll, you lose 3 hit points. If your roll is above enemy 2 and 4’s initiative rolls, they each take 3 psychic damage.

Roulette

At 11th level, when you roll a critical success on an attack roll, you can add an extra 2d10 of the respective damage type to the calculation of the damage. However, when you roll a critical failure, take 2d10 psychic damage.

Fatal Bet

At 17th level, as an action, wager your life on a creature within 120 feet of you. Set an amount of hit points you would like to wager up to a maximum of half your maximum hit points. If the creature you wagered against has an amount of current hit points equal to or less than twice the amount you wagered, the creature instantly dies. If it does not, nothing happens and instead you take psychic damage equal to the amount of hit points you wagered.

From of The Card Master

A Card Master is not usually one for the gambling tables because they are not the ones gambling away their life. Card Masters are those who have practiced card arts for much time and can perform many entertaining things with such abilities. They are known to be entertainers or showsmen who dazzle the eyes of those watching through the art of cards.

Wild Cards

When you take this form at 3rd level, you gain the following two Wild Card options.

Enhanced Trick. As a reaction to when you perform a card trick, double the effect. In the case of a saving throw, gain +3 to your Save DC.

Piercing Cards. As a bonus action, roll two damage dice for your card attacks instead of one. This lasts for one minute or until you are incapacitated.

Card Tricks

Starting at 3rd level, you learn two card tricks detailed below and you gain one more trick every time you gain a feature through this gambling form. Each trick details how to use it. You can use this feature equal to your Charisma Modifier and you regain all expended uses when you finish a long rest.

Deadshot. As a bonus action, you can add your Charisma modifier to your next card attack roll.

Disarming Attack. As a reaction to hitting a card attack, you can force the target to make a Strength saving throw. On a failed saving throw, they drop one held weapons or item of your choice. On a success, nothing happens.

Gambler's Dance. As a bonus action, take the dodge action.

Swift Trick. As a bonus action, take the dash action.

Acid Dipped Card. As a bonus action, your card gets dipped in magical acid. If your next card attack hits, the target must make a successful Constitution saving throw or take 1d4 acid damage at the start of each of its turns. The target can make another Constitution saving throw once during each of its turns. This does not stack.

Inspiring Attack. As a bonus action, you can give 1d4 inspiration to one ally within 30 feet when you make your next card attack.

Sniper Card. As a bonus action, your next card attack gains triple the throwing distance.

Redirect. As a bonus action, your next card attack ignores half and three-quarters cover.

Menacing Card As a reaction to when you hit someone with a card attack, you can attempt to frighten them. Make a Charisma (Intimidation) check contested with their Wisdom (Insight) check. If you win, they are frightened until the start of their next turn. If you lose, nothing happens. If you attempt this at the same creature more than once, the creature rolls with advantage.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Phalanx Of Cards

At 11th level, you can passively protect yourself with a selection of cards. As an action, a number of cards equal to your Charisma modifier fly around you and constantly circle your body for up to 1 hour. You gain +1 AC for the duration of your phalanx. Also, the first time a creature comes within 20 feet of you, you can make a card attack using a reaction. This causes one of the cards in your phalanx to fly towards the target and hit them. If a creature is already within your 20 foot range, you can expend a phalanx card and attack using a bonus action. Once 1 hour ends or you expend all the cards in your phalanx, the effect ends. You can use this feature once per short or long rest.

Full House

At 17th level, as a bonus action, you can expend a spell slot to grant your next card attack a ricochet effect. Your next card attack can attack more targets equal to the level of the spell slot you expended. If the card has another effect applied to it, the effect applies to each creature the card hits. Also, if you hit your first target, the card automatically succeeds attack rolls to hit the other targets. You can use this feature equal to your Proficiency Bonus per long rest.

Form of The Illusionist

An Illusionist is one who plays around with the idea of magic and uses it to fool the enemy. At a gambling table they will often make illusory cards to fake a better deck and on the battlefield even illusion themselves to break free from unwanted targeting. If you don't pay attention, you may lose track of them.

Wild Cards

When you take this form at 3rd level, you gain the following two Wild Card options.

  • Tunnel Vision. As a bonus action, your net card attack forces the targeted creature to make a Wisdom saving throw. On a successful saving throw, nothing happens. On a failed saving throw, you disappear from the targeted creature's view and become completely invisible to that creature for 1 minute or until it can make a successful Wisdom saving throw. The saving throw can be rolled again at the beginning of each of its turns.
  • Disorienting Attack. As a reaction to hitting with a card attack, your target is blinded and deafened for 1 minute.

Illusionist Initiate

At 3rd level, you learn the Minor Illusion cantrip and Silent Image spell which both count as a gambler spells for you. Also, you gain proficiency in the Disguise Kit.

Mislead

Starting at 5th level, you can create a misty mirage of yourself at a spot you can see within 120 feet of you as an action. All creatures within 30 feet of your mirage must make a contested Wisdom (perception) against your Charisma (deception) check to discern the mirage as fake. On a fail, the creature looks at it and becomes incapacitated and has a speed of 0. If the creature or your mirage takes any damage, the effect ends. On a success, the creature discerns it as fake and nothing happens. You can use this feature once and you regain the use when you finish a short or long rest.

Head Trip

At 11th level, you can create hallucinations within a creature's head. As an action, choose a creature within 120 feet you. That creature must make a Wisdom saving throw or fall victim to this feature's effects. On a successful save, nothing happens. On a failed save, the creature hallucinates all sorts of pastel colors and swirls of really deep colors. The creature has a speed of 0, and becomes incapacitated. The creature can reroll the saving throw on each of its turns. When the creature rolls a successful saving throw, the effect ends.

Psychological Horror

At 17th level, you can cast Weird once per long rest by expending a 5th level spell slot.

Form of The Cheater

A Cheater is one who doesn't choose any form of arcane magic or guidance in their life but simply chooses to cheat the system. They use underhanded tactics to get what they want and almost seem as though they have no morals. They will do anything and everything to get their win.

Wild Cards When you take this form at 3rd level, you gain the following two Wild Card options.

  • Sneaky Thief. As an action, gain the effects of the Invisibility spell. This lasts 1 hour and you must hold concentration.
  • Backstab. As a bonus action, gain 2d6 Sneak Attack damage for the next 1 hour. Also for this hour, you gain the Steady Aim rogue feature.

Cheap Tricks

When you choose this form at 3rd level, you gain proficiency in the Deception and Sleight of Hand skills. If you are already proficient in these skills, you may choose another skill from the gambler skill list.

Sleeved Spell

Also at 3rd level, underhanded tactics has led you to the thought that keeping a spell in your back pocket for an emergency is never a bad choice. At the end of a long rest, choose a prepared spell that is of a level that is half your proficiency bonus rounded up or less. You can cast that spell once per long rest without expending a spell slot.

For example, if your proficiency bonus is +2, you can choose a spell that is of 1st level. If your proficiency bonus is +3, you can choose a spell that is 1st or 2nd level.

Underhanded Tactics

At 5th level, you gain the Distort Value, Disguise Self, and Shield spells. You always have these spells prepared but they don't count towards your limit to spells you can prepare. Also, they count as gambler spells for you. You can cast each of these once per long rest without having to expend a spell slot.

Weighted Dice

Starting at 11th level, instead of just once, you can use Double Down equal to your Charisma Modifier per long rest.

True Cheater

At 17th level, once per long rest, as a reaction to being forced to make a saving throw against magical effects, you can choose to successfully save without having to roll.

Form of The Fortune Teller

A Fortune Teller uses the fate of tarot to determine the lives of themselves and others around them. The tarot they carry on them holds arcane energy within and a Fortune Teller has practiced to harness this energy for their own benefit.

Wild Cards

When you take this form at 3rd level, you gain the following two Wild Card options.

  • See Future. As a bonus action, you see where your enemies will move during battle. For 1 minute, gain a bonus to attack rolls equal to your Charisma modifier.
  • Fate Overflow. As an action, choose a tarot card. You gain the benefits of that card for 1 hour.

Tarot Cards

At 3rd level, your Spellbound Deck gains additional cards which are tarot cards. At the end of a long rest, you may choose two cards to activate and you gain the benefit. You can change your cards at the end of a long rest. The various effects are detailed at the end of this subclass.

Temporal Awareness

At 5th level, you can gain little fragments of the future in your sight. You gain a bonus to initiative equal to your Charisma modifier. Also, gain advantage on Dexterity saving throws.

Expanded Tarot

At 11th level, you deepen your connection to your tarot deck and can now choose 3 tarot cards to activate at one time. Additionally, you can swap out 1 tarot card during a short rest.

True Future Sense

At 17th level, you can cast Foresight once per long rest by expending a 5th level spell slot.

Tarot Cards

Tarot Card Effect
Fool Gain a +1 bonus to all proficient skill checks
Magician You gain two 1st level spell slots or one 2nd level spell slot
High Priestess Gain a bonus to one Wisdom skill equal to your Charisma modifier
Empress Gain temporary hit points equal to your level
Emperor Gain +2 to damage rolls
Hierophant You always know the time of day and time before the next sunrise and sunset
Lovers You and one other ally gain +1 to AC
Chariot Gain +10 movement speed
Strength Gain advantage on strength saving throws and one Strength skill
Hermit Gain proficiency in on skill or language of your choice
Wheel of Fortune You can use Wild Card twice instead of once
Justice Gain +5 bonus to Insight checks
Hanged Man Gain the Find Familiar spell
Death Gain advantage on Constitution saving throws
Temperance Advantage on Wisdom saving throws
Devil Gain a bonus to one Charisma skill equal to your Charisma modifier
Tower You can cast the Confusion spell once by expending 1 of your highest spell slot
Star You gain immunity to disease
Moon You cannot be put to sleep by any means
Sun You gain advantage on Intelligence saving throws
Judgement Once per long rest, if you drop to 0 hit points, you can instead choose to drop to 1
World You gain a +3 bonus to Nature, Survival, and Animal Handling checks

Class Inspired Feats

Convincing Gambler

  • You gain proficiency in the Playing Card set, Dice set, and Dragonchess set.
  • You have advantage on any roll to convice someone to play a game using a game set with you.
  • If you wish to bet on the game, the player you convinced is also convinced they must also put up an equal bet to yours. You must be the one to initiate the bet or this takes no effect.

Risky Attacker

  • When you roll a weapon attack or unarmed strike, you can impose disadvantage on the roll. If you still hit despite this, treat the attack as a critical hit.

Sleeved Spell

Prerequisite: Spellcasting or Pact Magic Feature

  • At the end of a long rest, choose a prepared spell that is of a level that is equal to or less than half your proficiency bonus, rounded up. You can cast that spell once per long rest without expending a spell slot.

Wild Outburst

Prerequisite: Spellcasting or Pact Magic Feature

  • Once per long rest, you can activate this feat as an action. When you do so, for one minute, every spell you cast forces you roll on the Wild Magic table.

Weighted Dice

  • Increase your Charisma score by 1, to a maximum of 20.
  • Equal to your Charisma modifier per long rest, you can add a d4 as a reaction to rolling a saving throw or skill check.

Battle Dancer

  • Increase your Charisma score by 1, to a maximum of 20.
  • You gain proficiency in the Performance skill.
  • You can take the Disengage action as a bonus action.

Tarot Initiate

  • Choose 3 tarot cards granted by the Fortune Teller subclass for the Gambler. At the end of a long rest, choose 1 of these cards to gain the effects. You may only have 1 card activated at a time and can change the card at the end of a long rest.

Changeable Caster

Prerequisite: Spellcasting or Pact Magic Feature

  • Increase your Charisma, Intelligence, or Wisdom ability score by 1, to a maximum of 20.
  • During a short rest, you can change an amount of prepared spells equal to your Proficiency Bonus. You cannot do this again until your finish a long rest.

Gambler Spell List

1st Level
  • Absorb elements
  • Bane
  • Burning Hands
  • Cause Fear
  • Charm Person
  • Chromatic Orb
  • Color Spray
  • Disguise Self
  • Dissonant Whispers
  • False Life
  • Fog Cloud
  • Frost Fingers
  • Grease
  • Mage Armor
  • Shield
  • Sleep
  • Witch Bolt
2nd Level
  • Alter Self
  • Augury
  • Blindness/Deafness
  • Cloud of Daggers
  • Crown of Madness
  • Enlarge/Reduce
  • Enthrall
  • Flame Blade
  • Flaming Sphere
  • Fortune's Favor
  • Hold Person
  • Invisibility
  • Levitate
  • Pyrotechnics
  • Rope Trick
3rd Level
  • Catnap
  • Clairvoyance
  • Dispel Magic
  • Elemental Weapon
  • Fear
  • Fireball
  • Haste
  • Hypnotic Pattern
  • Incite Greed
  • Intellect Fortress
  • Major image
  • Motivational Speech
  • Sending
4th Level
  • Banishment
  • Blight
  • Charm Monster
  • Compulsion
  • Confusion
  • Dimension Door
  • Freedom of Movement
  • Greater Invisibility
  • Hallucinatory Terrain
  • Locate Creature
  • Phantasmal Killer
  • Polymorph
  • Raulothim's Psychic Lance
  • Wall of Fire
5th Level
  • Animate Objects
  • Awaken
  • Bigby's Hand
  • Dominate Person
  • Dream
  • Geas
  • Hold Monster
  • Legend Lore
  • Mislead
  • Modify Memory
  • Passwall
  • Planar Binding
  • Scrying
  • Seeming
  • Skill Empowerment
  • Telekinesis
Art Credits

Cover Art: Persephone on Pinterest

Page 2: Behance on Pinterest

Page 3: ArtStation on Pinterest

Page 6: Kawacy on DeviantArt

Page 7: Miss Fortune from League of Legends

Page 8: ThatBoomerKid on Tumblr

Page 9: Magic Illusionist from Bagoum

Page 10: ArtStation on Pinterest

Page 11: Nipuni on DeviantArt

 

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