Gamber, Variant (5e Class)

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The Tiefling woman casually smiled at her opponent despite her grieving wounds, as she took out and flipped a small gold coin. The halfing laughed joyfully as he heaped in his winnings from the table. The frail elderly human stared up at the massive half-orc, then challenged him to a wrestling match, betting his life for the rest of the half-orc's gold.

Mix of Luck and Skill[edit]

The Gambler is not simply a class for one to sit around at caverns, playing games for small coins. It may at first just appear to be a hobby, or an addiction, but for those true to the nature of this class, it is a lifestyle. The Gambler focuses on luck and wits, using skill and experience to triumph over others, but when overcome with an stronger obstacle, they are willing to take risks and let fate decide their luck.

While some Gamblers tend to be charismatic and cool-headed, always analyzing the odds against them, preferring to be careful and observe, others are slightly more impulsive and relying on their instinct, and will take risks, going all in.

Creating a Gambler[edit]

When creating a Gambler, you want to think why your character chose to become a gambler. Was it their gut instinct that pulled them? Was it the lure of big risks for big rewards? Or are they a carefree daredevil with nothing to lose but everything to gain? Regardless of the reason, your character should be prepared for consequences and sacrifices, and even if they happen to be lucky at times, who knows when fate has other ideas?

Quick Build

You can make a Gambler quickly by following these suggestions. First, Charisma should be your highest ability score, as this will be the modifier for how kind fate will be to you. Then, depending on your play style, you can either pick Dexterity, Intelligence, or Wisdom as your second highest stat, depending on whether you want to be a quick and nimble rush-outta-there gambler, a cool-headed analyzer always one step ahead, or wise and experienced player using their skill and wits.

Class Features

As a Gambler you gain the following class features.

Hit Points

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


Armor: Light armor
Weapons: simple weapons, short sword, long sword, hand crossbow, rapier
Tools: 2 Gaming Sets of Choice, Dice Set, Playing Cards Set,
Saving Throws: Wisdom, Charisma
Skills: Choose four from Arcana, Acrobatics, Deception, History, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of hand, and Stealth


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

  • (a) Longsword or (b) Rapier or (c) Any simple weapon
  • A dice set, playing cards set, and any one other game set
  • (a) Shortsword or (b) Dagger or (c) Hand Crossbow
  • (a) Diplomat's pack or (b) Entertainer's pack or (c) Explorer's pack

Table: The Gambler

Level Proficiency
1st +2 <!-Class Feature1->
2nd +2 <!-Class Feature2->
3rd +2 <!-Class Feature3->
4th +2 Ability Score Improvement
5th +3
6th +3
7th +3
8th +3 Ability Score Improvement
9th +4
10th +4
11th +4
12th +4 Ability Score Improvement
13th +5
14th +5
15th +5
16th +5 Ability Score Improvement
17th +6
18th +6
19th +6 Ability Score Improvement
20th +6

<!-Class Feature->[edit]

<!-Class feature game rule information->

<!-Use semi-colons for subheaders->

Gambler's Archetype[edit]

At 3rd level, you choose a gambling style, a new lifestyle of how you will play your cards... or fate. Choose between Deal-Maker or ?!?!?!, Both are detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6 and 14.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 15th and 18th 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.

<!-Class Feature->[edit]

<!-Class feature game rule information->


Sometimes, winning the bet won't get you anywhere. Whether you're opponent begins to cheat the rules of a dice game, or just refuses to honor their side of a bargain, the Deal-Maker will make sure each side holds up their word. With the chaotic magic that comes with the risks of a gambler, they can form and make deals and bargains with other beings, and make sure they are kept.

Silver Tongue

Starting at 3rd level, you gain the ability to communicate with all creatures, as long as they can understand one language. You also gain advantage on any persuasion, intimidation, or deception check used to convince another creature into making a bargain with you.


Starting at 3rd level, you have learned how to read and observe others, and find out what they truly desire. You gain advantage on insight, investigation, and perception checks focused on other creatures. You have a +5 bonus to your passive perception on slight of hand or stealth checks made by creatures that have made a form of bet or deal with you.


Starting at 6th level, when you make a deal or bargain with a willing creature, you gain advantages on all Wisdom checks (with the exception of damage spells) involving that creature. You also gain advantage on all opportunity attacks against them, and you cannot be surprised attacked by them. This effect ends once all deals or bargains with the creature have been created. If a deal or bargain is ended because it was broken, this effect is permanent until the deal or bargain is somehow resolved, if even possible.


Starting at 14th level, you have learned how to infuse magic into your deals, so that there shall be punishment for whenever a deal you have made is broken. When you have struck a bargain with a creature, you may choose to infuse your chaotic magical energy into the agreement. If done so, when one side has 'broken' their side of a deal (declared by the DM), the creature or party shall each take 1d10 physic damage per Gambler level. If you are the one who has broken the deal, you will make a Charisma saving throw against your Gambler level as the DC. If your saving throw succeeds, you take no damage. Failing the saving throw results in you taking half damage.

The Tactician[edit]

When you just can't count on your luck, and fate is against you, it's time to take things into your own hands. The Tactician, despite luck or fate, will always be able to rely on their own skill and experience against all else.

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

Spell List[edit]

You know all of the spells on the basic spell list and additional spells based on your subclass.

1st Level

<!-1st level spell list->

2nd Level

<!-2nd level spell list->

3rd Level

<!-3rd level spell list->

4th Level

<!-4th level spell list->

5th Level

<!-5th level spell list->


Prerequisites. To qualify for multiclassing into the Gambler class, you must meet these prerequisites: 15 Charisma,

Proficiencies. When you multiclass into the Gambler class, you gain the following proficiencies: Simple Weapons, Dice Set, Playing Cards Set, one gaming set of choice

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