Gambler Gambler Level Proficiency Bonus Features Combat Deck Gambits Known Gambit Die 1st +2 Combat Deck, Gambler's Intution d4 - - 2nd +2 Expertise, Gambits d4 2 d6 3rd +2 Subclass Feature d4 2 d6 4th +2 Ability Score Improvement d4 2 d6 5th +3 Lucky d6 3 d8 6th +3 Reinforced Combat Deck d6 3 d8 7th +3 Expertise d6 3 d8 8th +3 Ability Score Improvement d6 4 d8 9th +4 Flourish d6 4 d8 10th +4 Subclass Feature d6 4 d10 11th +4 Bottomless Deck d8 5 d10 12th +4 Ability Score Improvement d8 5 d10 13th +5 "Legendary Resistance x1" d8 5 d10 14th +5 Subclass Feature d8 6 d10 15th +5 Fortune Doesn't Favour Fools d8 6 d12 16th +5 Ability Score Improvemnt d8 6 d12 17th +6 - d10 7 d12 18th +6 Second Chance d10 7 d12 19th +6 Ability Score Improvement d10 7 d12 20th +6 Dealer's Determination d10 7 d12 Class Features As a Gambler you gain the following class features: Hit Points Hit Dice: 1d8 per Gambler Level

1d8 per Gambler Level Hit Points at 1st Level: 8 + your Constitution Modifier

8 + your Constitution Modifier Hit Points at Higher Level: 1d8 (or 5 ) + your Constition modfier per gambler level after 1st Proficiences Armor: Light Armor

Light Armor Weapons: Simple Weapons, Combat Deck

Simple Weapons, Combat Deck Tool: All Gaming Sets

Saving Throws: Dexterity, Charisma

Skills: Choose two skills from Acrobatics, Decpetion, Insight, Perception, Performance, Persuasion, Sleight of Hand, and Stealth. Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a quarterstaff or (b) any simplr weapon

(a) a set of playing cards or (b) any gaming set

(a) an entertainer's pack or (b) an explorer's pack

Leather armor, a combat deck, and two daggers Combat Deck As a gambler, you are able to magically reinforce a deck of cards to be used in battle. You must take one hour to sit down and do so, which can be done over a short rest. You can only have two combat decks prepared at any given time, if you attempt to prepare a third, one odf your decks will lose its reinforcment. The combat deck is considered a simple ranged weapon and has these features: Requires two hands to use

Throwing Range 20/40

Ammuntion (52 cards in a deck)

Damage die is d4, but scales with gambler level

If you make an attack with the combat deck, you can use your bonus action to make another attack. Gambler's Intution Whenever you attempt to make a Wisdom (Insight or Perception) check to see if someone is cheating or bluffing in a game, you may add your Charisma modifier to the roll.

Expertise At 2nd level choose two of your skill profiencies, or oneof your skill profiencies and your profiency with a gaming set. Your profiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 7th level, you can choose two more of your profiencies (in skills or with gaming sets) to gain this benefit. Gambits Over the course of your life as a gambler you have developed tricks to help you get through almost any situation. You are able to use these to help change peoples minds, win at a game or even get the upper hand in a battle. Starting at 2nd level, you gain two Gambits of your choice. Your gambit options are detailed at the end of the class description. When you gain certian gambler levels, you gain additional gambits of your choice, as showin in the Gambits Known column of the Gambler table. Whenever you choose to use a gambit, you will roll a gambit die, adding the roll to you d20 roll, hopefully changing the outcome. Your gambit die is a d6, but increases to a d8 at 5th level, a d10 at 10th level and a d12 at 15th level. You have a number of gambit die equal to your 1+ your Charisma modifier (minimum of 1) and you regian all expanded uses when you finish a long rest. Additionally, when you gain a level in this clas you can choose one of the gambits you know and replace it with another gambit. Lucky Starting at 5th level, whenever you roll a 1, you may choose to make a second roll. You must use the new roll. Once you use this feature you must complete a long rest before you can use it again. Reinforced Combat Deck Starting at 6th level, your combat deck attacks count as kagical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Flourish Starting at 9th level, as a bonus action, you may toss cards into the face of a creature within 5ft of you, distracting the enemy long enough for you to move away from them without provoking an opportunity attack. You must have atleast half your combat deck ammunition avaliable (26 cards) yo use this feature. Bottomless Deck Starting at 11th level, you no longer need to reinforce multiple decks of cards. Instead, upon finishing the magical reinforcement of the combat deck, you can also make it neverending. The deck then becomes infinte, each card thrown, returning to the bottom of the deck afterwards. This effect can only work on one deck at a time. Legendary Resistance x1 Starting at 13th level, You are unaturally lucky, able to slip out of any kind of situation. Once, whenever you fail a saving throw, you can instead chyose to succeed on the saving throw. Once you use this feature, you must complete a long rest before it can be used again. Fortune Doesn't Favour Fools Starting at 15th level, your luck knows no bounds. You can now add half your proficiency bonus (rounded down) to any saving throw you are not proficent in. Second Chance Starting at 18th level, whenever you make a roll with a gambit die, you can choose to reroll the die, but you must take the new roll. You can use this feature a number of times equal to your Charisma modifier and you regain all expanded uses at the end of the long rest. Dealer's Determination Starting at 20th level, anytime you roll intiative and have no gambit die left, you regain one gambit die. Game of Choice Gambler's all have different styles, different ways that the play the game and the players in order to come out on top. Although their are many gamblers in the world, the generally fall into one of two catagories: Card Thrower or Disrupter. Card Thrower Your mastery of cards has allowed you to use them in a much greater range of ways then your typical gambler. You trust in the cards and treat them as an extension of yourself. Your control of the cards allows you to use them in ways that others would not think of and at much greater distances then any person would ever expect. Up close and distant Starting at 3rd level, you are able to get your cards in all sorts of places. You no longer have disadvantage when attempting to throw a card well within 5ft of an enemy. Also the range at which you can throw cards increases to 40/80. Extra Attack Starting at 6th level, you can attack twice instead of once, whenever you take the Attack action on your turn. Rapid Fire Starting at 10th level, Your mastery of the cards allows you to throw cards in every direction. As an action. you can throw one card at up to 3 different targets within a 30ft cone. Each attack must target a different person and you must make an attack roll for each. You can do this a number of times equal to your Dexterity modifier and regain all expanded uses at the end of a long rest.

Double Up Starting at 14th level, your training with the cards now allows you to throw two cards at once, striking the target with double to the force. When you make your first attack on your turn, you can decide to double up. Doing so makes every attack use double dice until the end of your turn (2d_ + Dexterity modifier). Once this feature is used, it cannot be done again until the end of a long rest. Disrupter As a gambler you have been able to slip out of any situation. Talk your way of of it, slip away in the dark or trick someone into an outrageous lie. However you have learned that the only ones who can see through your tricks are masters of the arcane and the divine. As a disrupter, you have learned how to mess with thier plans before they are able to ruin yours. Interuption Starting at 3rd level, whenever someone attempt to make an attack against you or an ally within 20ft, you can use your reaction to throw a card at their face, causing a lapse in their vision and imposing disadvantage on the attack roll. Spell Interuption Starting at 6th level, your ability to interupt others extends to the arcane and te divine. Whenever someone casts a spell within 20ft that you can see, you may use your reaction to throw a card at their head. The caster must make a Constitution saving throw equal to 10 + the spells level (a cantrip is + 0). On a fail the spell disappates and has no effect. You can do this a number of times qual to your Charisma modifier and regain all expanded uses when you finish a long rest. Premptive measures Starting at 10th level, you learn to interupt people before they have the chance to get in your way. Whenever you hit a creature with an attack you can attempt to to strike at certain pressure points that affect their ability to fight. The target must succed on a Constituion saving throw or have disadvantage on all attack rolls until the end of your next turn. Alternatively, you can aim for the throat, forcing the target to make a Constitution saving throw. On a fail, the target spends their round choking, unable to speak until the end of your next turn. Turning the Tides Whenever you use your reaction to interupt a spell, you are able to time in just right so the spell goes off in the face of the caster. The caster must make a saving throw against the spell that was cast, and the Spell Save DC is equal to that of the caster themself. On a fail, the caster sufferes the effects of the spell, either taking the damage of the spell or falling under its effects until the end of your next turn. You can use this feature a number of times equal to your Charisma modifier and regain all expanded uses at the end of a long rest. Gambits Precision attack When you make a weapon attack roll against a creature, you can expand one gambit die to help increase the roll in hopes of hitting the target. You can do this before or after the roll, but before the DM declares if the result of the roll. Save Myself Whenever you are target with an attack, you can expand one gambit die and subtract the roll of the gambit die from the creature's attack roll, possibly causing it to miss. "Luck" of the Draw Anytime you make a Dexterity (Sleight of Hand) check to cheat at a game. you can expand a gambit die to increase your chances of not being caught. Roll your gambit die and add it to your ability check. You must do so before the DM declares if the attempt was a success or failure. Card Trick Anytime you attempt to impress someone with your mastery of the cards and roll a Charisma (Performance) check, you can expand a gambit die and add it to your ability check. You must choose to do so before you roll. Natural Charm Your natural luck flows out from you whenever you speak, causing others to believe whatever you say. Anytime you make a Charisma (Persuasion) check, you may expand a gambit die and add it to your roll. You may choose to do so before or after you roll, but before the DM declares whether it was a success or failure. Gullible You find yourself able to trick and convice others of all kinds of situations, regardless of their validity. Anytime you attempt to make a Charisma (Deception) check, you can expand a gambit die and add it to your ability check. You may do so after you roll, but before the DM declares it a success or failiure. Distracting Shot Whenever you make an attack roll, you can cause your card to flourish in the face of the creature, possibly distracting them from the combat at hand. Expand a gambit die, adding the roll to your damage, and the next attack against the creature, other then yourself has advantage until the start of your next turn. The Great Escape As a bonus action, you may expand a gambit die to disengage from an enemy and gain a burst of speed to escape. You can movement speed equal to 2 time the die roll until the end of your turn. Empowered Strike Whenever you hit with a weapon attack you may expand a gambit die to use as the damage die for the attack, adding a little extra force to the hit. You use your gambit die for the damage roll for this attack.