Roguish Archetypes: Gambler

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Roguish Archetypes Fate’s Fortune

Rogues have many features in common, including their Beginning at 9th level, as an action, you can ask the powers
emphasis on perfecting their skills, their precise and deadly of fate one question about a possible course of action. In
approach to combat, and their increasingly quick reflexes. your mind you receive guidance as to what the most
But different rogues steer those talents in varying rewarding course of action is. If you describe courses of
directions, embodied by the rogue archetypes. Your choice action that refer to directions or specific objects, then you
of archetype is a reflection of your focus—not necessarily become aware of the choice that bears the greatest reward.
an indication of your chosen profession, but a description If you describe only a single course of action, fate
of your preferred techniques. assumes that inaction is your other option. You will feel a
desire to continue (to indicate that you should proceed) or a
Gambler sense you should halt.
While any fool can place a bet, Gamblers draw on luck and
The feeling can’t assess events in the far future; its
chance in all aspects of their adventures. Walking
judgment extends only to likely events in the next hour. If
testaments to the phrase 'nothing ventured nothing gained,'
unable indicate a preference, this feature has no effect and
these daring rogues are willing to risk more than most for
is not expended.
the ultimate payoff.
There are two drawbacks to using the feature to aid your
Despite this ability to seize opportunities that most
decisions. First, fate values rewards over risk, and provides
wouldn't be aware of, Gamblers know that for every roll of
guidance accordingly. It points you toward a high risk, high
the die that lands in their favor, the next could just as easily
reward option before pointing you toward a low risk, low
leave them with nothing. Their abilities consist of random
reward alternative.
effects that are extremely powerful when successful, but
Second, fate can choose only the most rewarding course
detrimental if unsuccessful.
of action relative to the alternatives provided. That doesn’t
Bonus Proficiencies mean that the indicated choice is necessarily a good idea,
When you choose this archetype at 3rd level, you gain only that it’s a better idea than the other options you’ve
proficiency in the Deception skill as well as all gaming indicated.
sets. You regain the use of this feature after finishing a long
rest.
Lucky Save
Starting at 3rd level, whenever you roll a 20 on a saving
throw you can use your reaction to make an attack or move
your speed immediately.

Gambler’s Tricks
In your time spent observing the highs and lows that lady
luck brings with her, you have mastered certain techniques,
known as Tricks, that can tip the odds in your favor, though
at the risk of great misfortune.
At 3rd level, you gain two Tricks of your choice for
which you meet the perquisites. Your Trick options are
detailed at the end of the class description. You learn an
additional Trick at 9th level, 13th level, and 17th level.
Additionally, when you learn a new Trick in this class,
you can replace another Trick that you know with a Trick
for which you meet the prerequisites.
Tricks with the DM's approval, you could pick 2 playing cards
from a deck that has the face cards removed). All other
If a Trick has prerequisites, you must meet them to learn it.
dice, such as sneak attack damage, are rolled twice as per
Beginner’s Luck normal.
When you roll an ability check for a skill you are not
proficient in, you can gain advantage on that roll. However,
Double or Nothing
After you hit with a weapon attack, choose odds or evens.
you have disadvantage on all future ability checks made
If the total number on your damage dice matches your
using that skill until you finish a long rest.
choice you can apply double the damage rolled. However,
Borrowed Luck on an incorrect result your damage is halved (rounded
When you roll a 1 on an attack roll, you can reroll the die down). You regain the use of this feature after finishing
and must use the new roll. Alternatively, when a critical hit short or long rest.
is scored against you, you can choose to reroll that die and
must use the new roll.
Even the Odds
When you or a creature you can see within 60 feet makes
After doing so, the next critical hit you make before a
an attack roll, ability check, or saving throw you can use
long rest instead counts as a normal hit. You regain use of
your reaction to influence the outcome. Roll 1d6, and either
this feature after a short or long rest.
add or subtract the result from the triggering roll. You
Breaking Even regain the use of this feature after finishing a short or long
Prerequisite: 9th level rest.
As a bonus action on your turn, choose one creature you
can see. For the next minute, whenever you hit the target
Gold Streak
Prerequisite: 17th level
with an attack you regain hit points equal to your Charisma
As an action, you can hurl gold coins at enemies in a 30
modifier (minimum of 1). However, whenever you miss the
foot cone originating from you. Each target must make a
target you take damage equal to the same amount. You
Dexterity saving throw with a saving throw equal to 8 +
regain the use of this feature after finishing a short or long
your proficiency bonus + your Charisma modifier. On a
rest.
failed save, a creature takes 8d10 bludgeoning damage, or
Chance Dice half as much on a successful one. Coins created by this
You have three chance dice, which are d6s. A chance die is ability are solid and convincing, but vanish after 1 hour.
expended when you use it. Before making an attack roll, You regain the use of this feature after finishing a long
saving throw, or ability check, you can expend any number rest.
of these dice to grant either a bonus or penalty to your roll.
If the total number on the chance dice rolled is odd, you
High Roller
Prerequisite: 13th level
must subtract that amount from your d20 roll. If it's even,
When you hit a creature with a weapon attack, but do not
you must add that amount. You regain all of your expended
score a critical hit, you can try to attempt to turn it into one.
chance dice when you finish a long rest.
Starting with the number shown on the triggering attack
Cheaters Sometimes Prosper roll, choose higher or lower and roll the dice again. If you
Prerequisite: 13th level successfully guess the outcome three times in a row, the
When you are within 5 feet of a creature that has no other original attack becomes a critical hit. You regain the use of
creatures next to it, you can use a bonus action to make a this feature after finishing a long rest.
Charisma (Deception) check contested by the target's
passive Insight score. If successful, you gain advantage on
Jinx
You learn and can cast the spell hex without expending a
the next weapon attack roll you make against the target
spell slot or spell components. Once you cast it, you must
before the start of your next turn.
finish a short or long rest before you can cast it again.
Counting Cards
Prerequisite: 9th level
When you score a critical hit with a weapon attack, rather
than rolling your weapon damage dice twice, you can
instead choose to roll 2d10 in their place (alternatively,
Lucky for Some Slots
Prerequisite: 13th level Prerequisite: 9th level
As an action, choose a creature you can see within 30 feet Whenever you roll sneak attack damage, if 3 or more of the
to make a Charisma saving throw with a save DC equal to 8 sneak attack dice have the same result, you can deal
+ your proficiency bonus + your Charisma modifier. On a additional damage equal to that amount. You can only
failed save, roll a d20. If the result is odd, the target takes apply this to 1 trio of results per sneak attack.
force damage equal to twice the result. If the result is even,
it takes force damage equal to half the result.
Spin the Wheel
Prerequisite: 9th level
Lucky Seven After you hit a creature with a weapon attack, as well as
Prerequisite: 17th level rolling damage normally you can choose to roll a d8 and
Your weapon attacks can score a critical hit on a roll of 7 or apply the corresponding effect. You regain the use of this
20. feature after finishing a short or long rest.

Lucky Strike d8 Effect


Prerequisite: 9th level 1 You take damage equal to half the damage you dealt to
the creature.
When you make a weapon attack, you can choose to make
2 You are slowed until the end of your next turn and
the attack roll with disadvantage. If you do so and the
cannot take reactions.
attack hits you can you can roll the weapon’s damage dice 3 You fall prone.
an additional two times and add the results to the total 4 No additional effect.
damage. You cannot use this ability while also making a 5 You gain advantage on your next attack roll against the
Sneak Attack. target.
6 You deal extra damage to the target equal to your
Risky Roulette Charisma modifier.
Prerequisite: 13th level 7 You can immediately make another attack against the
When you make an attack roll, you can choose odds or target with advantage.
8 The target is paralyzed until the beginning of your next
evens. If the attack hits and you guessed the result of the
turn.
attack roll correctly, the target is stunned until the
beginning of your next turn. If you missed and you guessed When the Chips Are Down
the result of the attack roll incorrectly, you are Prerequisite: 17th level
incapacitated until the beginning of your next turn. You When you are reduced to 0 hit points but not killed
regain the use of this feature after finishing a short or long outright, you can drop to 1 hit point instead. You may also,
rest. as a reaction, move up to twice your speed without
provoking opportunity attacks. You can’t use this feature
Shared Luck again until you finish a long rest.
Whenever you score a critical hit, one friendly creature you
can see within 60 feet of you can gain advantage on their
next attack roll, skill check or saving throw.

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