Gambler, 2nd Variant (5e Class)
The Gambler
In the corner of a seedy public house, a thin wood elf sits, alone and covered in a dark cloak, shuffling a pack of playing cards in an impressive yet understated fashion.
A powerful laugh emanates from a large and jolly Dwarf, drinking his way through the evening in a popular casino. The more observant on-lookers notice a strange glint in his eye as he rolls yet another set of dice and continues the winning streak he has been carrying the whole night, but soon forget it as he orders another round for the entire gambling hall.
Jumped in an alley, a figure spins around and sends a single playing card sailing towards his would-be muggers, only for the thieves to fall to the ground unconscious.
Gamblers are a strange kind, some think of them as a variety of Wizard but in fact, the way they draw upon and utilise their power is entirely different. Gamblers realise that despite all the apparent order in the world around them, everything that happens is truly down to chance, and so they have devoted themselves to tilting the universe's odds in their favour.
Controlers of Fate
The power of a Gambler manifests in the form of a games set like a deck of playing cards or dice set; this is not just for style but is also the source of their power. These magical sets are known as Fate Weavers. Some Gamblers stumble upon these sets by chance and then decide to utilise the magic but most of them either make an offering to a deity like Mystra, Beshaba or Tymora in exchange in exchange for a set, however, unlike with a Warlock this does not create a permanent bond between the god and Gambler. Finally, some of the most knowledgeable and powerful Artificers may be able to craft a Fate Weaver.
Creating a Gambler
Inner Sea Magic, Pathfinder, Paizo Publishing |
- 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. Third, choose a dagger, light crossbow and explorer's pack for your equipment.
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 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Gambler level after 1st
- Proficiencies
Armor: Light, Medium
Weapons: Simple Weapons
Tools: Three types of gaming sets, Disguise Kit
Saving Throws: Charisma, Dexterity
Skills: Choose two from Arcana, Intimidation, Perception, Performance, Persuasion and Slight of Hand.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a dagger or (b) a shortsword
- (a) a light crossbow with 20 bolts or (b) any simple weapon
- (a) an explorer's pack or (b) a burglar's pack
- one games set of your choice
- If you are using starting wealth, you have 4d4 × 10 gp in funds.
Level | Proficiency Bonus | Features | Cantrips Known | Spells Known | —Spell Slots per Spell Level— | ||||
---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | |||||
1st | +2 | Experienced Player, Gambling Speciality | 0 | 0 | — | — | — | — | — |
2nd | +2 | <!-Class Feature2-> | 2 | 2 | 2 | — | — | — | — |
3rd | +2 | <!-Class Feature3-> | 2 | 2 | 3 | — | — | — | — |
4th | +2 | Ability Score Improvement | 2 | 3 | 3 | — | — | — | — |
5th | +3 | — | 3 | 4 | 4 | 2 | — | — | — |
6th | +3 | — | 3 | 4 | 4 | 2 | — | — | — |
7th | +3 | — | 3 | 4 | 4 | 3 | — | — | — |
8th | +3 | Ability Score Improvement | 3 | 5 | 4 | 3 | — | — | — |
9th | +4 | — | 3 | 6 | 4 | 3 | 2 | — | — |
10th | +4 | — | 3 | 6 | 4 | 3 | 2 | — | — |
11th | +4 | — | 4 | 6 | 4 | 3 | 3 | — | — |
12th | +4 | Ability Score Improvement | 4 | 7 | 4 | 3 | 3 | — | — |
13th | +5 | — | 4 | 8 | 4 | 3 | 3 | 1 | — |
14th | +5 | — | 4 | 8 | 4 | 3 | 3 | 1 | — |
15th | +5 | — | 4 | 8 | 4 | 3 | 3 | 2 | — |
16th | +5 | Ability Score Improvement | 4 | 9 | 4 | 3 | 3 | 2 | — |
17th | +6 | — | 4 | 10 | 4 | 3 | 3 | 3 | 1 |
18th | +6 | — | 4 | 10 | 4 | 3 | 3 | 3 | 1 |
19th | +6 | Ability Score Improvement | 4 | 10 | 4 | 3 | 3 | 3 | 2 |
20th | +6 | — | 4 | 11 | 4 | 3 | 3 | 3 | 2 |
Experienced Player
All Gamblers have a basic knowledge of how to trick others and read their faces. You gain proficiency in the insight and deception skills. If you already have one or both of these proficiencies you may instead gain proficiency in one Charisma skill for each of the two proficiencies you already have.
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Ability Score Improvement
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.
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Spell List
You know all of the spells on the basic spell list and additional spells based on your subclass.
- 1st Level
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- 2nd Level
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- 3rd Level
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- 4th Level
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- 5th Level
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Multiclassing
Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:
Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:
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