Gambler (Rogue subclass)

by drsooz

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Rogue: Gambler

Made by drsooz


In the shadowed alleys and dimly-lit gambling dens of the world, there exists a breed of rogue unlike any other. Through a combination of razor-sharp wit, keen observation, and a dash of sheer audacity, these gambling rogues always manage to tip the scales in their favor.

While others may rely on calculated odds or divine blessings to reassure them in the face of chance, the Gambler Rogue is determined to forge their own fortune. With a knowing smirk and a flick of the wrist, they turn seemingly impossible odds into everyday occurrences, morph setbacks into opportunities, and change losses into victories. Whether it’s a daring heist, a high-stakes duel, or a casual game of chance, the Gambler Rogue thrives where uncertainty reigns, proving that in a world of chaos, true mastery lies in making one’s own luck.

Experienced Piker

At 3rd level, you gain proficiency with two gaming sets of your choice. Additionally, whenever you make a Dexterity (Sleight of Hand) check to cheat while using a gaming set, treat a roll of 7 or lower on the d20 as an 8.

Loaded Dice

Beginning at 3rd level, your innate “luck” grants you the edge. You have a number of Loaded Dice equal to your Intelligence modifier + your proficiency bonus, which you can use on various abilities. You regain all your expended Loaded Dice when you finish a long rest.

The powers below use your Loaded Dice.

Double Down

When you miss an attack, you may expend two Loaded Dice and reroll the attack. If this causes the attack to hit, you regain one Loaded Die.

House Edge

When you have disadvantage on an ability check, saving throw, or attack roll, you may spend a Loaded Die. You no longer have disadvantage, but you cannot get advantage on this roll.

Bluff

Before you make an attack roll, you may spend a Loaded Die. If the attack hits, you can use your Sneak Attack against the target regardless of whether you would otherwise be able to. Roll an additional 1d6 when rolling for your Sneak Attack’s damage.

High Roller

Beginning at 9th level, whenever you roll damage for your Sneak Attack, you may replace any 1, 2, or 3s you roll with 4s.

Jackpot

Beginning at 13th level, your weapon attacks score a critical hit on a roll of 19 or 20. Whenever you score a critical hit, you regain one Loaded Die.

Fortune’s Favored

Beginning at 17th level, you may use your bonus action and expend a Loaded Die to flip a coin. Declare heads or tails before flipping the coin. If you call correctly, you gain the corresponding effect. You may expend an additional Loaded Die to change the result of the coin flip.

Heads

For the next minute, whenever you make an attack, you can treat a d20 roll of 9 or lower as a 10. Additionally, you can use Bluff without expending a Loaded Die.

Tails

For the next minute, whenever you make a saving throw, you can treat a d20 roll of 9 or lower as a 10. Additionally, you can use House Edge without expending a Loaded Die.

ART CREDIT

Page Artist
1 Surya Prasetya
2 Kseniia Shepel
 

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