The Gambler

What is life without a little risk? Some warlocks choose to make a different sort of deal with their patron. Instead of selling away a piece of themselves outright, or requesting a favor, they instead challenge a powerful entity to a game. There are many such creatures out there who can never resist playing. These warlocks have gained their power because they have bested their patron in one such game, but even this comes at a price. These abilities are to be used at their own peril, for they can easily be the warlock's downfall.

Expanded Spell List

The gambler lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Gambler Expanded Spells

Spell Level Spells 1st Bane, Bless 2nd Augury, Detect Thoughts 3rd Bestow Curse, Blink 4th Confusion, Divination 5th Commune, Mislead

Expert Gambler

At level 1, you gain proficiency in a gaming set of your choice. Select one gaming set you are proficient with. Your proficiency bonus is doubled for any ability check you make that uses the chosen gaming set.

Borrow Luck

Starting at Level 1, your patron grants you a bit of luck from your own future. You can choose to gain advantage on one ability check, attack roll, or saving throw. You may decide to use this feature after making the roll but before results are known.

After using this feature, you cannot do so again until you complete a long rest. After you use this feature and before you take a long rest, the DM may choose to give you disadvantage on one ability check, attack roll, or saving throw. The DM can choose to do so after you roll the die but before it is resolved. After doing so, you regain use of this feature.

Karmic Reversal

At level 6, you can turn the good fortunes of enemies on its head. If a creature hostile to you makes an attack roll, ability check, or saving throw with advantage, you can use your reaction to give them disadvantage on the next attack roll, ability check, or saving throw they make. After using this feature, you can’t do so again until you complete a short or long rest.

Cheat Death

Also starting at level 6, the risk of death becomes its own game. When you succeed on a death saving throw, then until the end of your next turn, you gain advantage on the next death saving throw you make. When you fail on a death saving throw, then until the end of your next turn, you have disadvantage on the next death saving throw you make.

Dangerous Favor

At level 10, you can request your patron grant you a favor of great power, but with a risk attached to it as well. On your turn, you can use your action to make a request of your patron. You then roll a d100. On a result equal to your level x 2 or lower, the favor is granted. The DM chooses the nature of the favor, and how the patron may interpret the request. If you roll higher, then you are stunned until the end of your next turn.

If the favor is granted, then you cannot use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.

Fortune’s Folly

Startling from level 14, your patron allows you to expend a large amount of your luck at once. As a bonus action, you grant yourself a boon of good fortune, gaining advantage on all attack rolls, ability checks, and saving throws, and granting disadvantage on all attack rolls against you for the next minute. After the minute ends, you gain disadvantage on all attack rolls, ability checks, and saving throws, and attack rolls have advantage against you for the next ten minutes. After using this feature, you can’t do so again until you complete a long rest.

Invocations

Precarious Blast

Prerequisite Eldritch Blast, The Gambler Patron

When you get a critical hit with your Eldritch Blast, you roll an additional damage die. When you roll a natural 1 on your Eldritch Blast, the attack backfires and you take the damage yourself.