The Spieler (Gambler) V 1.1



















































Life has never treated you well, you weren’t able to make it doing the jobs the system demands of you. No trade or hard labor lended itself to your specialities. You were a man of a different trade, you had no skill of artisanry or physical might, you were a gambler, your best trait was taking luck into your own hands. An expert gambler, and swindler if it demands it, you’ve gained everything you’ve gotten from betting what you had. You know when to take the risk, when to bet the pot, and when to play dumb. Hiding intentions is childsplay, you know how to make someone know they’ve won when they got a losing hand. The only one with the balls to openly challenge a devil to a game of cards, and win. You’re biggest danger and asset to your team; though you’ll always tip luck in your party’s favor.

Gambler’s Trade

Starting at 3rd level you gain proficiency with one of the following Gaming Set’s, this choice will affect certain abilities as you gain levels in this class:

Dice Set: The High Roller

Playing Card Set: The Dealer

Dragonchess Set: The Deceiver

The High Roller, The Dealer, and the Deceiver will be referenced in abilities. When you gain abilities later on you will gain the part of the feature that accompanies your choice in Gaming Set.

In addition, you can choose one of your expertise’s, gained from the “Expertise” feature at 1st level, and replace it with the Gaming Set you’ve chosen.

At 6th level, when choosing your next two expertise for your “Expertise” feature, your selected gaming set is an additional option if you haven’t already chosen it.

Game’s of Chance

Starting at 3rd level, you gain one of the following abilities to enhance your skills in trickery and combat. You gain one of the following in coincidence with your Gaming Set choice:

The High Roller

Having dealt with dice for so long, you have an uncanny sense

of luck and odds. You’ve always been good at tipping the

odds in your favor. Probability has always been your strong

suit.

At the end of a long rest, you can roll 2d6’s. The result of

these 2d6’s gives you the ability to change your odds in

different ways. Only one result applies for each result

rolled and doubles take precedence over all other results,

the following abilities are gained until the start of your next

long rest if rolled:

Result Table

6 or less You can add the amount rolled to an attack roll, saving throw, or ability check. 7 or more You can choose to use the amount rolled instead of rolling two dice’s of your sneak attack’s damage. Two 5's, 4's, 3's, or 2's You can choose to have one of your attacks succeed or to automatically succeed a saving throw or ability check. Two 6's You can choose to have one of your attacks succeed or to automatically succeed a saving throw or ability check, and the successful savingthrow/ ability check/ attack roll is considered a natural 20. Two 1's You can choose to force yourself or another creature within 30 feet of you to roll a critical failure or to fail a saving throw/ability check, this can be done as a reaction.

For any result, it can only be used once until the start of the next long rest.

At 8th and 16th level, you gain another set of 2d6’s to roll. Each result can only be used once until the start of the next long rest. Only one result can be used on a single die roll or attack.

The Dealer

An expert with cards your ability to balance odds in your favor has gained you a reputation for your ruthlessness at the table. This ruthlessness hasn’t always laid in your favor, some can’t take a game as it is. From those unfortunate quarrels, you’ve gained a heightened proficiency with thrown weapons. You gain the following: