Gambler (5e Subclass)

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Gambler[edit]

Rogue Subclass

Description[edit]

A drunken man with vomit stains on his shirt throws a card at the monster. The monster looks confused. Bam! It has been struck with lightning. This subclass gives you the ability to try your luck in combat. You will need a deck of cards and a coin to use this subclass.

Cheaters Always Prosper[edit]

At the 3rd level. You gain proficiency in Deception and Sleight of Hand. You also gain proficiency in one Gaming Set.

Additionally, your proficiency bonus is doubled for any ability check you make that uses Deception and Sleight of Hand.

The Deck[edit]

Also at 3rd level, you gain the ability to create a deck of cards imbued with the magic of probability. You can perform a 1-hour ritual in order to create your Deck of Probability Magic, which can be done during a short rest. You can only have one deck at a time. If you lose your deck, you can perform the ritual again to recreate the Deck of Probability Magic. If you create a deck while another one exists, the former deck is destroyed and turned to ashes. The magic of probability is lost from your deck when you die and becomes a normal deck of cards.

You can use cards from your Deck of Probability Magic to attack. As an action, you may draw a card and throw it. The cards are considered as a Simple Ranged Weapon with a Range of (40/120). You are considered to be proficient with it. The damage of the cards depends on its rank. Consult the table below to determine the damage die of each cards.

Card's Damage Table
Card's Rank Damage
2-4 1d2 piercing
5-6 1d4 piercing
7-8 1d6 piercing
9-10 1d8 piercing
J,Q,K 1d10 piercing
A 1d12 piercing

If you draw a Joker, you must roll a D6. Depending on the result, you gain disadvantage on a saving throw according to the Bad Effect Table until the end of your next turn.

Bad Effect Table
d6 Ability Score
1 Strength
2 Dexterity
3 Constitution
4 Intelligence
5 Wisdom
6 Charisma

At 9th level, you double the amount of dice your roll from both tables (2d2, 2d4, 2d6, etc.). At 13th level, you instead roll triple the amount (3d2, 3d4, 3d6, etc.) and quadruple the amount at 17th level (4d2, 4d4, 4d6, etc.).

Poker Face[edit]

At 9th level, you can draw 4 cards from the deck as a bonus action. You may choose to keep one of them in your hand, then shuffle the rest back into the deck. If a Joker is drawn, you must roll from the Bad Effect Table and suffer the effects as normal, but you do not have to keep the Joker in your hand.

You can have up to 4 cards in your hand at a time, and you can use your action to throw all the cards in your hand at the same time. When you do so, make an attack roll for each cards, dealing damage on a hit as normal.

In addition, before making a saving throw, you can use your reaction to draw a card from the deck. After looking at its value, you shuffle it back into the deck in order to gain temporary hit points equal to half of the total value of the card (rounded down) that you shuffled back into the deck. You can also shuffle cards in your hand back into the deck to gain additional temporary hit points as part of this reaction.

Card's Value Table
Card Value Temporary Hit Points
2 2
3 3
4 4
5 5
6 6
7 7
8 8
9 9
10 10
J 11
Q 12
K 13
A 14

The Suit Matters[edit]

At 9th level, your gain greater control over the magic within your deck. Whenever you finish a long rest, you may choose 4 different damage type from the list for each suit of cards. When you deal damage with the cards, you may choose to deal its normal damage type (piercing) or the type that you chose for the card's suit.

The choices that you can choose from are acid, cold, fire, lightning, thunder, poison, and force.

Bet[edit]

At the 13th level, the ever-changing probability affects your surrounding. At the start of your turn, you can choose one creature that you can see within 30 feet of you (this can be you) to be the target of this feature. You then draw a card and look at its suit. If you draw 'Spades' or 'Clubs', that creature gains advantage on all its attack rolls until the start of your next turn. If you draw 'Diamonds' or 'Hearts', that creature gains disadvantaged on all its attack rolls until the start of your next turn. If you draw a 'Joker', you choose if the creature gains advantage or disadvantage.

Wild Card[edit]

At 17th level. You now control the power of the Joker and are able to use its wild power for your own benefits. When you draw a Joker, you can now throw it as if it was a normal card. When the attack that you make with it hits, roll 4d6 (8d6 whenever you score a critical hit) to determine the Joker's damage die, adding each roll to its total damage die and roll all of it at once. You still suffer from the Joker's Bad Effect whenever your draw it as normal.

Joker Damage Table
d6 Score
1 d2
2 d4
3 d6
4 d8
5 d10
6 d12
0.00
(0 votes)

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