Martial archetype : The Gamester

Gamesters are usually fearless and very confident in their ability , although most of it relies on their luck rather than their skill . Nonetheless , they are known to be powerful fighters as chance favors them more than others . When they are on a bad strike , you can count on a gamester to make a fool of itself ... But that won't stop this fighter from taking on even bigger bets . Everything is a game of luck ; and gamesters often force lady luck's hand .

Cross and Pile

Luck seems to play with you in mysterious ways .

Starting at level 3 , you can use this feature before knowing the outcome of a contest roll , skill check or save to choose

a coin's side and flip it . If it lands on the chosen side , add +1 to your roll (this becomes a 2 at lvl 15 ) . If not , substract that value from your roll instead .

After your first coin flip , you can flip it again on the same roll to risk either doubling the effects of the first flip ( Double ) or simply remove them ( Nothing ) . Flip the coin again . If it lands on the same side as the first flip , it's a Double . If not , it's a Nothing .

Game fanatic

You love games of chance so much that your favorite ones affect the way you fight . You have proficiency with a gaming set if you've played a Tavern game with it at least once .

At 7th level , you can choose one game from the Favorite games list . You pick an additional one at level 10 and 18 . When picking an additional game , you can also switch one of your previous favorite games for a new one .

Passe-dix

You push your luck , for the better or the worst .

Starting at level 10 , after failing a skill check or save , you can use this feature to choose High (above 11) or Low (below 10) and roll 3d6 . If the result matches your choice , you can consider your roll a natural 20 . If it matches the opposite choice , you consider your roll a natural 1 . If the result is 10 or 11 , nothing happens . You must use the result of this feature's outcome when you use it .

Lucky break

You sometimes get really lucky , and what you thought would affect you doesn't . Starting at 15th level , when an attack against you is successful , you can use this feature to roll a d20 . On a 15 or higher , the attack misses and it's roll becomes a natural 1 . You can use this feature once per long rest .

lvl 18 Tarot's fortune

Once a day , you may pick a random tarot card . It's effects last for a day or until you use the card .

Winged Skeleton : You can keep this card for a day or until you use it . When you do , you choose a target . Perform a Charisma contest with the creature . For 1 minute , if the loser of the contest makes an attack roll or a saving throw , it must roll a d4 and subtract the number rolled from the attack roll or saving throw .

Crossed out circle : You can keep this card for a day or until you use it . When you do , you choose a target . Perform a Wisdom contest with the creature . The winner of the contest chooses one ability score and the loser becomes cursed .

While cursed, the target has disadvantage on ability checks and saving throws made with the ability score the winner chose .

While cursed, the target has disadvantage on attack rolls against the contest's winner .

While cursed, the target must make a DC 17 Wisdom saving throw at the start of each of its turns . If it fails, it wastes its action that turn doing nothing.

Lady Luck : This card's effects last for a day . When you draw it , you choose an ability score and advantage on checks made with it.

Fool : This card's effects last for a day . Starting when you draw it , you are immune to fright and charm effects .

6 Wigned Griffin : You can keep this card for a day or until you use it on yourself . For 1 minute , whenever you perform an attack roll or a saving throw you can roll a d4 and add the number rolled to the attack roll or saving throw .