Gambler

A Roguish Archetype

You've mastered the skills need to win at betting games of chance and skill. Those who become gamblers are often drawn to the wealth or the thrill. Many gamblers master a particular game, but a good gambler is a master of all games. To you, the game transcends dice and cards. Life is a game of chance, and you've got the talent and luck to win.

Gambler Features

Rogue Level Feature 3rd Bonus Proficiencies, Playing the Odds 9th Gambler's Talents, Lucky Number 7 13th Deceptive Tactics, Gambler's Fallacy 17th Stacked Deck

Bonus Proficiencies

When you choose this archetype at 3rd level, you gain proficiency with all gaming sets. Choose a gaming set. Your proficiency bonus is doubled for any ability check that uses that gaming set.

Playing the Odds

Starting at 3rd level, you've learned to take risks that put you ahead. You have three lucky dice, which are d6s, that you can use in the ways described below. You regain all lucky dice on a short or long rest.

Lucky Strike. You can risk a lucky die before making a sneak attack. If the attack hits, you must roll the lucky die. The sneak attack deals bonus damage equal to 7 times the number of sneak attack damage dice that match the lucky die. If no dice match the lucky die, the attack deals no bonus damage. If the attack misses, you do not expend the lucky die.

Dumb Luck. When you fail an ability check, you can expend a lucky die. If your ability check result plus the lucky die is exactly equal to the check DC, you pass the check instead.

Gambler's Talents

Beginning at 9th level, you have advantage on any Char-isma (Deception) checks to show false emotions, and any Dexterity (Slight of Hand) checks to palm small objects.

Lucky Number 7

At 9th level, whenever you

make an attack roll against a creature

and roll a 7 on the d20, the attack hits

automatically. If you are making a sneak

attack, you can choose to gain a lucky die

and use Lucky Strike. When attacking with advantage or disadvantage, this bonus applies if either roll is a 7.

Deceptive Tactics

At 13th level, your mastery of the bluff lets you trick foes in combat. As a bonus action, you can risk a lucky die to make a Charisma (Deception) check contested by a creature's Wisdom (Insight) check. The creature must be able to see you. The target has advantage on their Wisdom (Insight) check if you have already used this feature against them since your last long rest.

If you win, you gain advantage on your next attack against the creature this turn and keep the lucky die. If you lose, you have disadvantage on your next attack against the creature this turn and you lose the lucky die.

Gambler's Fallacy

At 13th level, fate seems to balance in your favor. Once per short rest, you can re-roll any lucky die. You must use the new result.

Stacked Deck

Starting at 17th level, you have gained the ability to unnaturally alter luck in your favor. Once per long rest, after an attack roll, saving throw, or ability check is rolled by you or a creature that you can see, but before the result is revealed, you can replace the number on the d20 with a 7. Note the number on the d20 of the roll that you replaced. That number becomes your borrowed luck roll.

After you've used this ability, you can use it once more before you take a long rest. The second time, you can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with the number on the borrowed luck roll. The borrowed luck roll is lost if not used before taking a long rest.

Artist Credits Alon Chou - You Cheat!

Belknap Hill - The Dice. I think they own the art... Play the Gambler on DND Beyond.



