Gambler (5e Class)
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- 1 The Gambler
- 1.1 Risky Lifestyle
- 1.2 Creating a Gambler
- 1.3 Class Features
- 1.3.1 Table: The Gambler
- 1.3.2 Card Shark
- 1.3.3 Stacked Deck
- 1.3.4 Know When To Hold'em
- 1.3.5 Know When To Fold'em
- 1.3.6 Tip The Scales
- 1.3.7 Ability Score Increase
- 1.3.8 Swindler
- 1.3.9 Double Down
- 1.3.10 Magic Trick
- 1.3.11 Gambler's Intuition
- 1.3.12 Expertise
- 1.3.13 Flourish
- 1.3.14 Full House
- 1.3.15 Pocket Aces
- 1.3.16 Quick Draw
- 1.3.17 Calling Card
- 1.3.18 Fortune's Favorite
- 1.3.19 Hand of Fate
- 2 Gambler Archetypes
- 2.1 High Roller
- 2.2 On Tilt
- 2.3 The Rock
- 2.4 Gambler Card List
- 2.5 -Aces
- 2.6 -Twos (Physical damage)
- 2.7 -Threes (Skills)
- 2.8 -Fours (Evocation)
- 2.9 -Fives (Illusions)
- 2.10 -Sixes (Necromancy)
- 2.11 -Sevens (Luck)
- 2.12 -Eights (Movement)
- 2.13 -Nines (Healing)
- 2.14 -Tens (Defense)
- 2.15 -Jacks (Crowd control)
- 2.16 -Queens (Utility)
- 2.17 -Kings
- 2.18 -Joker
- 2.19 Multiclassing
"Two pair!", affirms the confident Halfling gent, turning his hand over on the table, to the sound of a crowd's mild awe. The Halfling's expression shrinks from a smile to a concerned frown as the Half-Orc barbarian chuckles, turning his own hand over, and declaring, "Threeovakind." The audience picks up in interest, scanning the table over at the cards, before their attention is swung away from the Half-Orc as a small laugh from an Elven woman catches the eye of the many. "Flush," She says, turning over her cards with a single finger, the crowd on their toes, along with the Half-Orc grumbling curses in Orcish and coming to a stand, reaching for his weapon. He doesn't get a chance as a card suddenly zings across the table, and strikes his hand, the audience gasping as the Half-Orc recoils, gripping his now-bleeding hand, and looks to the card-thrower; the dealer, a shark-grinning well-dressed Kobold, flipping a gold piece over and over, their other hand outstretched from flinging the card, before turning over their own hand of cards. The audience collectively "ooh"s in shock before the Kobold proclaims with total confidence,
Charming and ever deceptive, the gambler has an uncanny way of always having Lady Luck in their corner. They like to roll against the odds, and sometimes even put a little “extra” into the game to make sure the odds are ever in the favor of the gambler. Your quick wits and steady will never fail you, even with a losing hand. This nature extends even to the realms of magic, as the gambler calls upon a chaotic arcane force that's just as random as the games they obsess over, to infuse into a deck of playing cards and weaponize a pastime to their advantage.
While the gambler likes to try their luck, which ends up leading them to the form of magic they use, not all gamblers necessary gamble with normal tavern games. Some gamble on life and death, with fingers and teeth, and others just like the random unstable nature of their own magic, but most find their love of luck before the magical nature behind it makes itself known.
Creating a Gambler
When creating a gambler, think about why they enjoy gambling. Is it a hobby? An addiction? Perhaps its a coping method? What brought your character to a life of risk-and-reward in the first place? Maybe you're paying off a debt, or just don't like the thought of authority, or of following society's rules. Or, maybe they find some thrill in taking a chance.
Debt is considered a big part of a gambler and their backstory. Even the best gamblers have been known to rack up hefty debts in many places and to many powerful people, and no one is below the tempting hand of just one more round. Think of if your character may owe anyone a debt, and if so, how much is it? Who is it to? Perhaps a wealthy noble of Neverwinter, or maybe the proprietors of Tymora's Fancy in Waterdeep, or maybe even a more powerful entity, like a demon who now hunts for its pay, whether in gold or in blood.
- Quick Build
You can make a gambler quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the Charlatan background.
As a Gambler you gain the following class features.
- Hit Points
Weapons: Simple weapons
Tools: Playing card set, Thieves tools
Saving Throws: Charisma, Dexterity
Skills: Choose four from Arcana, Acrobatics, Deception, History, Insight, Intimidation, Performance, Persuasion, Sleight of hand, and Stealth
You start with the following equipment, in addition to the equipment granted by your background:
- A Simple Weapon
- (a) A Explorers Pack or (b) A Diplomats Pack
- Two Daggers, A set of playing cards, a studded leather armor and thieves tools
|Card Die (Damage)||Deck Points||Deck Die||Features|
|1st||+2||1d4||3||1d6||Card Shark, Stacked Deck|
|2nd||+2||1d4||3||1d6||Know When To Hold'em, Know When To Fold'em|
|3rd||+2||1d4||4||1d6||Archetype Feature, Tip The Scales|
|4th||+2||1d4||4||1d6||Ability Score Improvement, Swindler|
|5th||+3||1d6||4||1d8||Double Down, Magic Trick|
|6th||+3||1d6||4||1d8||Archetype Feature, Gamblers intuition|
|8th||+3||1d6||5||1d8||Ability Score Improvement|
|12th||+4||1d8||6||1d10||Ability Score Improvement|
|16th||+5||1d10||7||1d12||Ability Score Improvement|
|19th||+6||1d10||8||1d12||Ability Score Improvement|
|20th||+6||1d10||8||1d12||Hand of fate|
Cards aren't just a hobby. They are also a form of defense, if you know how to use them. At 1st Level, playing cards count as a weapon, with the following properties:
You have proficiency with playing cards as a weapon, and use dexterity for your attack and damage roll modifiers for throwing cards.
Cards deal d4 of slashing damage, along with having the light property and a range of (30/60).
Card damage increases as you take levels in the Gambler class, as shown on the Gambler table under Card Die.
Cards do not have ammo for as long as you have a deck of playing cards in your inventory.
You can store the cards within your clothes, and taking a card from your pocket, coat, sleeve or any other immediate area to attack is part of the attack action.
Cards don't make you look openly armed, as long as you are not carrying another weapon, and you have advantage on sleight of hand checks to hide playing cards on your person.
This deck isn't just a game - it's your life. At 1st level, you gain deck points based on your Gambler level. As well, you gain access to a chaotic magic that can be imbued within your cards. The card's number and suit changes what effect is applied when imbued with your chaotic magic. You can stack up to 20 cards into your personal deck, each of which can be assigned to any number, with the exceptions of 1 always being The Joker, and 20 always being an ace of your choosing. You can only have one ace in your deck at a time, and no repeated cards can be placed in your deck.
Once you assemble your deck, you can spend a bonus action and a Deck Point to fill your hand. Roll a d20 Depending on your roll, you gain access to a magic card that corresponds to the number rolled, imbued with a chaotic magic, and put it into your hand. Do this once for every empty space in your hand. Your hand can consist of two cards total, and you can take a bonus action to fold, removing all cards from your hand. Once you spend the initial deck point to fill your hand, you no longer need to spend deck points to fill an empty card slot for the rest of the battle. Playing a card, or throwing one as an attack is a standard action, and will consume the card, removing it from your hand, and temporarily remove that card from your deck until the end of the battle. If you roll and land on a number you already used, roll again until you get a card you haven't used. Attacking with a magic card counts as a ranged spell attack, using charisma for the attack and damage roll, as well as counting as a magical weapon.
You regain your deck points and can change or modify your deck whenever you take a long rest. However, you can refresh deck points in-combat by taking a standard action to shuffle your deck, recharging it with wild abandon, as well as regaining all lost cards in your deck. Each time you shuffle before a long rest, your refresh will suffer diminishing returns, and you will regain one less deck point, until you only refresh one deck point per shuffle. Your shuffle's diminishing returns reset after a long rest.
Your ranged spell modifier is equal to your proficiency bonus + your charisma modifier. Your DC for saving throws on your magic cards is equal to 8 + your proficiency bonus + your charisma modifier.
Know When To Hold'em
Sometimes, you've gotta be able to stand your ground and show your hand. Starting at 2nd level, ranged attacks using cards or magic cards no longer have disadvantage when attacking within 5 feet of a hostile creature.
Know When To Fold'em
Even the best gamblers know when to walk away from a losing table, before they lose it all. Starting at 2nd level, you may take the disengage action as a bonus action on your turn.
Tip The Scales
When it comes down to it, there's always a little luck involved in gambling. Starting at 3rd level, after a long rest, roll 1d4 twice, and keep those numbers. These are your "Inherent Luck" dice. You may spend your "Inherent Luck" to add to or subtracted from any saving throw, attack roll, skill check or card draw you make. This can be done before or after the roll and consumes the number.
The die you roll after a long rest is increased to a 1d6 at 9th level, and again into a 1d8 at 18th level.
Ability Score Increase
When you reach 4th level, and again at 8th, 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.
Your time at the tables has made you a force to be reckoned with at any game. Starting at 4th level, you may add half of your proficiency modifier (Rounded down) to all gaming sets you are not already proficient with. Additionally, you gain advantage with persuasion checks to talk people into games and bets, or to borrow money from them.
Whether it's chips on the table, or chum in the water, you know when to move in for the kill. Starting at 5th level, when you make attack action or play a card, you can make a second attack or play a second card (if applied). Both attacks can use cards from your hand.
At 15th level, Double Down becomes Triple Threat, and you can Attack or play 3 cards as part of the same action. An extra attack does trigger both of these (i.e. attack and an extra attack with double down would result in 4 attacks in total)
You don't need to be a magician to perform a card trick or two. Starting at 5th level, normal card attacks count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.
You have an eye for where valuables lie. Starting at 6th level, you can spend 10 minutes to study a humanoid. You gain knowledge of what valuable items that humanoid is carrying, and where on their person they keep them.
Someone who lives by luck can't just be talented; They have to be the skilled as well. At 7th level, you can pick two skills you are proficient in and add your proficiency modifier again.
Your quick hands allows for a hasty re-arrangement of the cards when you need it most. Starting at 7th level, you can choose to shuffle your deck as an action or bonus action.
There's always room for more. Starting at 9th level, your hand is extended to 3 cards at a time.
A good card shark never relies on a one-trick pony. At 10th level, you can have two aces in your created deck at a time, with the second ace being reserved for the 19 slot in your deck.
Your keen wit ensures you're always prepared for a fight. Starting at 13th level, when you roll initiative and have no cards in your hand, you may draw one card without the spending a deck point. If you have no deck points, you draw a full hand.
You've become known for your favoritism of a specific card. At 14th level, you select a non-ace card to be your Calling Card. People may thematically start to associate you with the card, or perhaps even make a nickname for you based around the card. As an action, you can use your selected Calling Card without requiring it in your hand. Once you use this feature, you must finish a long rest before you can use it again. You can only change your choice of calling card during a long rest.
Fortune ever favors the bold. Starting at 18th level, your number of luck die rolled per long rest is doubled. Additionally, you can expend any number of luck rolls to turn an attack roll, saving throw, or ability check into a natural 20, as long as the total luck rolls equal or exceed 10.
Hand of Fate
It's all in the cards. Your cards, to be specific. Starting at 20th level, whenever you consume a card from your hand, you can choose to roll a d4. On a roll of a 1, you return that card to your hand, if there is room, without spending any deck points.
For the high roller, it isn't enough just to gamble. You need to go big, or go home. High rollers live life on the edge of their seats, and seem to get a special kind of rush from risking it all. They're aggressive, and like to always take things to the next level. This archetype specializes in raising the risk of everything, but in turn makes the potential of success all the more rewarding.
Up the Ante
Gambling is a dangerous hobby, especially when you start to gamble your own life. Starting when you take this archetype at 3rd level, you can gamble your life for the magic you imbue into your cards. You can regain deck points without spending an action to shuffle, but for every point you get back you receive a deck die of damage. This damage cannot be reduced or mitigated in any way.
Raising the stakes is your idea of a good time, and you're always having a good time. Starting at 6th level, you can take a gamble to overcharge your magic cards. Whenever a card rolls a deck die, you can choose to overcharge it and roll an extra deck die, adding its number to the effect. When you do this, you must make a charisma saving throw with the DC equal to 12 + your proficiency modifier. On a failed save, the spell's target is reversed. Card effects that target you or your allies will target the closest enemies, and effects that target an enemy will now target you or, if unable to be targeted, the closest ally. Cards that can’t directly target an enemy or ally will simply fail and are consumed, dealing a deck die of force damage to you from the backlash.
A more complex trick that can grab you a few extra cards, if performed right. Starting at 11th level, when you draw a magic card, you can choose to take a chance, and predict your next card. Declare your prediction of whether the d20 will roll an even, or an odd number. If your prediction is correct, you double up, and create a duplicate of the card you draw. If your prediction is wrong, you fumble and get nothing, and your deck point is consumed.
You're confident enough in your gambling skills to give up everything in pursuit of greatness - even life itself. Starting at 17th level, you can use All In as an action. When you use All In, you must spend all remaining deck points to draw cards from your deck. You must use all of these cards, and all the cards currently in your hand in your one turn, regardless of how many actions you need to do it. Cards that can only be used as a reaction are discarded at the end of the action, and cards used during All In can't be returned to your hand by way of Hand of Fate.
The ability to control "The Tilt" can make or break a player. When people are "on tilt", they try to play harder, and bet bigger to recover what they've already lost. You're no different, putting your skills to work to make a comeback. This archetype focuses on recovering from situations where your back is up against the wall, and Lady Luck seems to deal you a raw hand.
- Loaded Dice
You've learned to rig the game a little to make sure you can come back from bad rolls and poor hands. Starting when you take this archetype at 3rd level, every time you roll a 1 with a deck die, you regain a deck point.
Everyone deserves a second shot, especially you. Starting at 6th level, when you draw a card, you can choose to redraw. You have to take the second card.
- Bounce Back
Your time at the table has taught you how to quickly recover from simple mistakes or underestimations. Starting at 11th level, all self-inflicted damage is halved. Any card that instantly reduces you to 0 hit points instead does half of your maximum hit points as damage. Additionally, any time you take damage, you can use a reaction to spend a deck point and draw a card.
- Fired Up
The thought of losing haunts you, and instills you with a fury to try harder. Starting at 17th level, when you fail an ability check, an attack roll, or a saving throw, you gain temporary hit points equal to one deck die roll, gain 5 feet of movement (Up to a maximum of 30 feet of extra movement), and you regain a deck point. Additionally you have advantage on any action or saving throw that you have already failed once within 1 minute. Succeeding on any action or saving throw removes the advantage you may have from this feature and 5 feet of movement (Down to your base movement) per successful roll. The temporary hit points gained are gained after any damage is applied from any failed roll or save.
The Rock is a type of player who doesn't play too many hands, and the few they do play, they do not bet or raise much. They are a safe player who likes to examine the table, and move in at the right moment. They wait until they are two steps ahead, and they always step away from a table without suckers - because if they don't, they become the sucker. This archetype makes rolls and card draws safer, so that you are more likely to get the right card for the right situation, allowing you to pick and choose your battles, and play cards at just the right time.
Reading the table is important for knowing when to make a move. Starting when you take this archetype at 3rd level, you gain advantage on Insight checks to read a creatures emotions, personality, change in mood, or to tell if you are being deceived.
- Counting Cards
Your understanding of deck structure gives you a good idea of what cards may be coming next. Starting at 6th level, when you draw a card, you can draw twice and choose which of the two you want to take. The card you don't choose goes back to your deck.
- Cut The Deck
Half a deck means only half the risk involved. Starting at 11th level, when you draw a card, you can decide to cut the deck. This will allow you to split the deck-table in half and roll a d10 rather than a d20 to draw a card. Using the bottom half will use the cards at numbers 1-10, while using the top half will use the cards at numbers 11-20.
- Wild Card
In most other cardgames, The Joker has more uses than you might think. This game and your cards are no different. Starting at 17th level, when you draw The Joker, it no longer immediately plays itself for its active effect, and instead can be used as a Wild Card. The Wild Card can be consumed to produce the effect of any other card within your current created deck.
Gambler Card List
You have a choice between all the cards below to put into your custom deck.
Hearts - From The Ashes: This card can only be played from your hand when you drop to zero hit points. This card cannot otherwise be activated. Once activated, the card is consumed and you instantly regain half of your hit point maximum, and are not knocked unconscious. Additionally, you discard all cards in your hand and roll for a full, new hand. This card can only be used again after a short or long rest.
Diamonds - One in the chamber: When you attack with this card, it is thrown with extreme velocity, doubling its range, adding 4 deck die of bonus damage, and the damage is unaffected by resistances. The attack will travel its full distance, regardless of how many enemies it travels through, until it hits a solid wall or object. Any creature behind the first must make a dexterity saving throw, or take the damage as well.
Spades - The Death Card: When this card is played, you roll an amount of deck die equal to double your level. The total of the rolls is the amount of hit points this card can effect. Starting at the creature with the lowest hit points, the effect moves in ascending order, ignoring unconscious creatures, to all creatures within 30 feet. The first affected creature loses hit points until they reach 0, or the total is reached. Subtract each creatures hit points from the total before moving on to the next. The effect stops when either no more creatures are alive in the area, or the card's total reaches 0.
Clubs - It's all luck: When this card is played, re-roll all uses of the Tip the Scales feature. Additionally, for the next 8 hours, you can re-roll any natural 1 or 2, and you crit on any d20 roll of a 19 or 20.
-Twos (Physical damage)
Hearts - Bleeding hand: When you attack with this card, it exposes the weaknesses of your enemy. For 1 minute, attacks against creatures hit by this card have advantage.
Diamonds - Seeing Red: When you attack with this card, it cuts deep into the target's body, causing a deck die of damage every turn until they receive healing or make a medicine check to stop the bleeding early. The bleeding automatically stops after 1 minute. This effect does not apply to undead and constructs.
Spades - Get to the point: When you attack with this card, its damage is piercing, and the card punctures the armor of the enemy, reducing its AC by a deck die roll until the end of your next turn.
Clubs - Split-Hand: When you attack with this card, it splits into 3 cards that each hit different individual targets. Designate three separate creatures, and make separate attack rolls and damage rolls for each targeted creature.
Hearts - Irresistible: When this card is played, add your proficiency modifier to all charisma skill checks. You add it again if already proficient. This effect lasts 1 Deck Die of hours.
Diamonds - Debts to Pay: When this card is played, you gain advantage on acrobatics and stealth rolls. This effect lasts for 1 hour.
Spades - Light Fingers: When this card is played, you gain advantage on sleight of hand rolls, and can add your proficiency bonus to all gaming sets. If you're already proficient in a gaming set, you add it again for the duration of the card. This effect lasts 1 hour.
Clubs - Confidence: When this card is played, you can add a Deck Die to any one skill roll for the next hour. Can occur before or after the roll.
Hearts - Cold As Ice: When you attack with this card, it does 2 extra Deck Die of cold damage, and halves the target's movement until the end of its next turn. If placed on an object or the ground, the card creates or becomes a trap for 8 hours, which will detonate if any hostile creature enters within 5ft of it. The creature must make a dexterity saving throw, or suffer the 2 deck die of damage and have their movement halved.
Diamonds - Shock Value: When you attack with this card, it does 2 extra deck die of lightning damage, and the target creature is unable to make reactions until the end of it's next turn. If placed on an object or the ground, the card creates or becomes a trap for 8 hours, which will detonate if any hostile creature enters within 5ft of it. The creature must make a dexterity saving throw, or suffer the 2 deck die of damage, and be unable to make reactions until the end of its turn.
Spades - Devil's Bedpost: When you attack with this card, it does 2 deck die of bonus fire damage to the target creature and all nearby creatures in a 10ft radius. If placed on an object or the ground, the card creates or becomes a trap for 8 hours, which will detonate if any hostile creature enters within 10ft of it. The creature must make a dexterity saving throw, or suffer the 2 deck die of damage.
Clubs - Familiar Taste of Poison: When you attack with this card, it does 2 extra deck die of poison damage, and requires the creature to make a constitution saving throw or be poisoned for 30 seconds. If placed on an object or the ground, the card creates or becomes a trap for 8 hours, which will detonate if any hostile creature enters within 5ft of it. The creature must make a dexterity saving throw, or suffer the 2 deck die of damage, and make the constitution saving throw against being poisoned.
Hearts - Heartache: When this card is played, a hostile creature that you can see must make a wisdom saving throw, or be sent into a berserk tantrum, and spend it's next turn attacking the nearest creature.
Diamonds - A Gambler's Best Friend: When this card is played, you create an illusory duplicate of yourself within 30 feet for 1 minute. This duplicate cannot perform any action, and you can not sense anything through it. While you are within 30 feet of the illusion, when an attack targets you, the attacking creature must make a wisdom saving throw. On a fail, they instead attack the illusion. The illusion's hit points are equal to one deck die. The illusion disappears upon reaching 0 hit points.
Spades - Sorry, We're Closed: You can only play this card as a reaction, which you take when you are hit by an attack or targeted by a spell from a creature. The creature must make a wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell if no other targets are present.
Clubs - Cashing Out: When this card is played, you can give yourself, or one nearby willing creature invisibility for up to one hour. Taking any action other than a movement action or receiving damage will end the invisibility effect early.
Hearts - Calling In A Favor: When this card is played, you summon a spectral skeleton for one minute that will listen to your every command. The spectral skeleton has the statistics of a normal skeleton, with the exceptions that if it attacks, its damage die is equal to your deck die, and deals necrotic damage.
Diamonds - Collect Your Due: When you attack with this card, add an extra deck die of necrotic damage and mark the target until the end of their next turn. Any instance of damage done to the marked target will trigger another deck die of necrotic damage, and heal the attacker for the necrotic damage.
Spades - Dead Man's Hand: When you attack with this card, add an extra deck die of necrotic damage. The target hit must make a constitution saving throw, or gain a level of exhaustion.
Clubs - Drawing Dead: When you attack with this card, the target creature must make a constitution saving throw. On a failed save, its hit point maximum is reduced by the damage dealt.
Hearts - Turn Them Over: This card can only be played as a reaction, which you take when you are targeted by an attack. Roll a d20. If your roll is higher than then the attacker's roll, the damage is reduced by 2 deck die. If you roll the same number as the attacker, you negate the attack and reflect the attack's damage back at the attacking creature.
Diamonds - Raise The Stakes: When this card is played, roll your damage die and an amount of deck die equal to your remaining deck points, and bank the total damage. You may then target a creature you can see and both you and the target creature must roll a d20. If your roll beats the creature's roll, the creature takes the banked damage. However, if the creature's roll beats your own, you take the banked damage instead.
Spades - All or Nothing: When this card is played, choose a creature you can see, and roll a d20. If your roll is a 20, the target creature is reduced to 0 hit points.
Clubs - Showdown: When this card is played, choose a hostile creature you can see. Both you and the creature go into a showdown. Have both showdown participants each make three flat, contested d20 rolls separately. Whomever achieves two higher rolls over the other in the Showdown will be declared the winner, and granted a free critical hit on the loser.
Hearts - As Fast As You Can: When this card is played, you gain advantage on strength and dexterity saving throws, as well as athletics and acrobatics checks. This effect lasts for 1 hour.
Diamonds - Well Traveled: When this card is played, you gain immunity to the effects of magic and non-magic rough terrain, and gain 10ft of movement speed. This effect lasts for 1 hour.
Spades - Can't Hit What Isn't There: When you attack with this card, you can take the dodge, dash, or disengage action as a bonus action, regardless of if the attack hit or miss.
Clubs - Across The Board: When this card is played, you can teleport to a spot within double your movement. If you instead choose to attack with this card, and the attack hits, you will teleport to an open space within 5ft of the target creature.
Hearts - I Raise: When this card is played, you may regain a deck die worth of hit points at the start of your turn for the next three turns or until you reach maximum hit points. The card's effects are delayed by a turn when you take damage or suffer conditions unwillingly on a turn.
Diamonds - Short Stack: When this card is played, you regain 1 deck die. If you are below half of your maximum hit points, regain 2 deck dice. If you are below one-quarter of your maximum hit points, regain 3 deck dice.
Spades - Share The Wealth: When you play this card, you gain 3 deck die worth of healing, but you must spend them evenly among your allies within 30ft, even if they are at full hit points.
Clubs - Button's Bluff: When this card is played, you can roll one deck die, and increase your maximum hit points by the roll result for 8 hours. The effects of this card cannot stack, and any higher rolls will overwrite the previous result.
Hearts - House of Cards: When this card is played, your armor is enhanced with spectral cards. Your armor class becomes 13 + your charisma modifier for 8 hours.
Diamonds - Poker Face: This card can only be played as a reaction, which you take when you are hit by an attack. Reduce the damage of the attack by one deck die plus your charisma modifier.
Spades - I'm Rubber, You're Glue: This card can only be played as a reaction, which you take when a spell is cast by a target creature within attack range that you can see. Make a ranged spell attack with this card. If the attack hits, the target creature must succeed on a wisdom saving throw, or the spell they were casting fails. Alternatively, the card can be played as a reaction to being the target of a spell that only targets a single creature. In this case, make a charisma saving throw equal to 12 + the spell's level. On a successful save, the card absorbs the spell, allowing the card to be consumed on your turn for a single use of that spell at the same level at which it was absorbed. On a failure, the spell acts as normal, and the card is still consumed.
Clubs - Backdoor: When this card is played, you enter a magic stasis until the start of your next turn. While in the stasis, Time for you is frozen and nothing happens on your turn.(You can't take any actions, and are immune to all conditions, damage, and healing. Death saves do not happen in stasis.) Play this card as a bonus action instead of a normal action to regain a deck die, as well as temporary hit points equal to your charisma attribute.
-Jacks (Crowd control)
Hearts - Prince Charming: When you attack with this card, the target creature must make a wisdom saving throw. On a failed save, the creature is charmed for 1 minute, and regards you as a friendly acquaintance. The affected creature can repeat the saving throw at the end of each of its turns and each time it takes damage. The target has advantage on the saving throw if it's triggered by damage. On a success, the effect ends.
Diamonds - Crack-Up: When you attack with this card, the target creature must make a wisdom saving throw. On a failed save, the creature falls prone, becoming incapacitated and unable to stand up for 1 minute as they deflate into a fit of uncontrollable laughter. The affected creature can repeat the saving throw at the end of each of its turns and each time it takes damage. The target has advantage on the saving throw if it's triggered by damage. On a success, the effect ends.
Spades - Lead The Blind: When you attack with this card, the target creature must make a constitution saving throw. On a failed save, the creature is blinded for 1 minute. The affected creature can repeat the saving throw a the end of each of its turns. On a success, the effect ends.
Clubs - Authority: When you attack with this card, the target creature must make a wisdom saving throw. On a failed save, the creature becomes frightened of you for 1 minute. The affected creature can repeat the saving throw at the end of each of its turns. on a success, the effect ends.
Hearts - Spread The Love: When you attack with this card, regain two deck points on a successful hit.
Diamonds - Gold Digger: When this card is played, you are made immediately aware of the locations of any form of currency or treasure worth 10 gp or more within 50 feet of your location.
Spades - Killer Queen: This card has effects that change depending on use. When you attack with this card, you learn the resistances and vulnerabilities of the target creature on a successful hit. When you place this card on the ground or on an object, it creates a magical sensor for 8 hours, which will notify you if any creature passes within 10 ft of it. Eating the card provides enough nourishment to sustain you for one day. When this card is played normally, it creates 20 feet of bright light in a radius centered on you, and dim light for an additional 20 feet.
Clubs - Draw-Out: When you attack with this card, ignore cover or any disadvantage imposed with the attack. Additionally, you can hit enemies you can no longer see, as long as you know the general area in which they are.
Hearts - Martyrdom: When you attack with this card, it does maximum Deck Die damage for your attack, as well as two additional deck dice of bonus damage. You take half of the total damage.
Diamonds - Even Out: When you attack with this card, if the target creature of your attack has above half of their maximum hit points, then it takes two deck dice as bonus damage. This damage cannot bring the target creature below half of their maximum hit points. If the target creature is below half of their maximum hit points, the attack and the bonus deck die will heal the target creature instead. The healing received may not put the target creature above half of its maximum hit points.
Spades - Final Orbit: When this card is played, select a hostile target creature. You and your target creature enter a "stand-off" state and become immune to all damage, effects, and healing from sources outside the stand-off. The stand-off lasts for 3 rounds of combat. The stand-off ends early if either of the parties involved in the stand-off is reduced to 0 hit points. The winner of the stand-off gains temporary hit points equal to the hit-points of the loser before the stand-off started.
Clubs - Death Penalty: When you attack with this card, add two deck dice of extra damage. If the potential damage of the attack is equal to or greater than the target creature's remaining hit points, then your attacks deal exactly enough damage to defeat the target creature.
Joker - The Fool: This card is played instantly on draw, rather than as an action or reaction. When this card is played, all magical effects in a 30 ft radius centered on you are dispelled. For 1 minute, all creatures within the 30 ft radius, including yourself, are unable to cast spells. This also disables the effect of your Magic Trick feature.
Prerequisites. To qualify for multiclassing into the Gambler class, you must meet these prerequisites: 13 dexterity, 13 charisma
Proficiencies. When you multiclass into the Gambler class, you gain the following proficiencies: Playing Cards set