Gamemaster (5e Class)

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Gamemaster[edit]

Gamemasters are cheaters, scourges of the art of gambling. They rig up their own games to play in their favor, and in the end? Turns out it was just their weapon all along.

Quick Build[edit]

You can make a Gamemaster quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity.
Second, choose the charlatan background.

Class Features[edit]

As a Gamemaster, you receive the following features.

Hit Points[edit]

Hit Dice: 1d8 per Gamemaster level
Hit Points at 1st level: 8 + Constitution modifier
Hit Points at Higher levels: 1d8 (or 5) + Constitution Modifier per Gamemaster level after 1st

Proficiencies[edit]

Armor: Light armor
Weapons: Simple weapons
Tools: A game set of your choice
Saving Throws: Dexterity, Charisma
Skills: Choose two from Acrobatics, Arcana, Insight, Intimidation, Perception, Persuasion, and Sleight of Hand.

Equipment[edit]

You start with the following equipment, in addition to the equipment granted by your background:

  • leather armor
  • (a) a burglar's pack or (b) an explorer's pack
  • a game set of your choice
  • a simple weapon of your choice
Gamemaster Features Table
Level Proficiency Bonus Features Antes
1st +2 Rigged Game Set, Seasoned Liar 0
2nd +2 Spellcasting, Antes, Gamemaster Archetype Feature 1
3rd +2 Pay to Win, Expertise 2
4th +2 Ability Score Increase 2
5th +3 Arcane Link 3
6th +3 Gamemaster Archetype Feature 3
7th +3 Extra Enforcer 4
8th +3 Ability Score Increase 4
9th +4 Croupier's Aid 5
10th +4 Expertise 5
11th +4 Gamemaster Archetype Feature 6
12th +4 Ability Score Increase 6
13th +5 Extra Enforcer 7
14th +5 Card Counting 7
15th +5 -- 8
16th +5 Ability Score Increase 8
17th +6 -- 9
18th +6 Gamemaster Archetype Feature 9
19th +6 Ability Score Increase 10
20th +6 Extra Enforcer, Game of Enigmas 10

Rigged Game Set[edit]

Starting at 1st level, you get to choose one of the four game sets; a dice set, a dragonchess set, a playing card set, and a three-dragon ante set. This game set will be your Arcane Focus, and will determine your Gamemaster Archetype. Whichever game set you choose is considered rigged, and in order to use it to play a game with other creatures, you must pass a Deception check against their Insight or Investigation check (whichever is higher). On a failed Deception check, the creature denies your game set, and may be hostile depending on the creature.

Seasoned Liar[edit]

Also at 1st level, you receive proficiency in Deception.

Spellcasting[edit]

At 2nd level, you have learned how to channel magic through your game set, enabling you to cast spells through it.
Cantrips
At 2nd level, you know four cantrips of your choice from the gamemaster spell list. You learn additional gamemaster cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Gamemaster table.

Spell Slots
The Gamemaster table shows how many spell slots you have to cast your gamemaster spells of 1st level and higher. To cast one of these gamemaster spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.

Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the gamemaster spell list.

The Spells Known column of the Gamemaster table shows when you learn more gamemaster spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the gamemaster spells you know and replace it with another spell from the gamemaster spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability
Charisma is your spellcasting ability for your gamemaster spells, since the power of your magic relies on your confidence and your cunning. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a gamemaster spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus
The game set you chose at 1st level is your arcane focus.

Antes[edit]

At 2nd level, you have a pool of Antes that you can spend on Enforcers that power up spells and actions you do. Each Enforcer can be Regular or Doubled Down. In order to Double Down on an Enforcer, you must spend double the Antes needed, or spend 20 gold for each Ante used. You regain any expended Antes at the end of a short or long rest. Choose two Enforcers from the list below. When you level up in this class, you can choose to switch one of your Enforcers with another on the list, as long as you meet or exceed the level requirement in this class. You can choose a third Enforcer at 7th level, a fourth Enforcer at 13th level, and a fifth Enforcer at 20th level.

Enforcers[edit]

High Card (2nd Level)
1-10 Antes
Before your attack roll, you can spend any amount of available Antes to raise your attack roll total by 1 for each Ante spent.
Double Down. You also get a +1 to damage for each Ante spent.

Three Of A Kind (2nd Level)
1 Ante
Instead of an attack roll, you can roll 3d20 straight. If all three rolls are below a 10, you hit the target and deal half damage.
Double Down. If all three rolls are below an 8, you deal the regular amount of damage.

Bad Beat (2nd Level)
1 Ante
If your remaining hit points are less than half the remaining hit points of the target of your next attack, add an extra damage die to the damage of that attack. This does not apply if you or the target have all your hit points remaining, or if the target has a maximum number of hit points double or more than your maximum amount.
Double Down. You regain hit points equal to the extra damage die rolled.

Payout (7th Level)
3 Antes
For 3 rounds, you can mark an enemy. Every time the marked enemy deals damage to you, you can add 1d4 extra damage onto your next attack against them. However, if you are damaged by any other source, this effect disappears.
Double Down. This lasts up to 5 rounds, and the extra damage die changes to a d6.

Ace In The Hole (7th Level)
4 Antes
On your next attack, you can perform a critical hit on an 18 or above.
Double Down. Also on your next attack, a critical hit deals maximum damage.

Card Sharp (10th Level)
4 Antes
On your next saving throw, you can add your Charisma modifier to the roll, possibly preventing a fail.
Double Down. If the saving throw was against a spell that causes you to take half damage on a success, the damage is negated, instead.

Full House (13th Level)
6 Antes
If all of your allies are within 5 feet of you, you each receive advantage on your next attack roll. This is immediately removed if an ally leaves this area.
Double Down. The area expands to 10 feet, and lasts for 2 rounds. However, this requires concentration.

Blackjack (15th Level)
8 Antes
Instead of rolling your attack die, you and the enemy roll contesting 2d12. Whoever gets the closest to 21 wins the contest, but anything over is considered a critical failure. You roll first, and if you do not exceed 21, then the enemy rolls.
Double Down Instead of 2d12, you can choose to roll 3d8 instead.

High Roller (17th Level)
8 Antes
Roll 1d100 and round it up to the nearest 5. If the target for your next attack is that exact range, you can deal double the damage dice.
Double Down. You can add or subtract 1d4*5 feet from what you rolled.

Royal Flush (20th Level)
10 Antes
Select 5 creatures. If all the selected creatures are below half hit points, your next attack has double the damage dice, and all of the damage is evenly distributed between the 5 of them.
Double Down. If all 5 of the creatures' remaining hit points are less than your hit point maximum, the creature with the lowest CR immediately drops to 0 hit points and dies completely.

Gamemaster Archetype Feature[edit]

At 2nd, 6th, 11th, and 18th level, you receive a feature from your Gamemaster Archetype.

Pay to Win[edit]

At 3rd level, you can spend Antes to regain expended spell slots. As an action, you can spend a number of Antes equal to a spell slot's level up to a maximum of 5th level. Alternatively, you can spend spell slots to regain expended Antes. You receive 1 Ante per spell slot of 1st or 2nd level, 2 Antes per spell slot of 3rd or 4th level, 3 Antes per spell slot of 5th or 6th level, and 4 Antes per spell slot of 7th level.

Expertise[edit]

At 3rd level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with your game set. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 10th level, you can choose two more of your proficiencies (in skills or with your game set) to gain this benefit.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Arcane Link[edit]

At 5th level, you and your game set are bound together by a strong, magical bond. You can choose to magically bond with your game set through a 1-hour ritual. Through this ritual, you gain some features:

  • You always know where every part of your game set is, even if it's on another plane of existence. However, if any of the pieces go beyond a distance of 20 feet from each other for 1 minute, the bond with your game set is broken.
  • If your game set is destroyed or lost while you have a bond with it, you can recreate it during a long rest as a ritual. If the previous game set still exists, it is reverted to a regular, unmagical game set upon the recreation of your bonded set.
  • If you use your game set as a weapon, any part that is thrown can be magically pulled back to you as a bonus action.

Croupier's Aid[edit]

At 9th level, you have learned how to use your Antes to aid your allies. As a bonus action, you can target an ally and give them the effects of one of your Enforcers. However, in order to do this, you must spend the same amount of Antes as if you were to Double Down. Enforcers that are used on allies cannot be Doubled Down due to this.

At 15th level, the amount of Antes needed to use this feature returns to the regular amount for each Enforcer. Enforcers can now be Doubled Down for allies.

Card Counting[edit]

At 14th level, you have learned to anticipate attacks made by enemy creatures. As a reaction to an attack made against you or an ally, you can roll a Charisma saving throw with a DC equal to the creature's CR. On a success, the creature gets disadvantage on its attack roll, or if it's a saving throw, you or your ally (whoever was targeted) receives advantage on their saving throw.

You can use this feature twice, and you regain any expended uses at the end of a long rest.

Game of Enigmas[edit]

At 20th level, your game set has grown powerful enough that it can produce a wide range of spells, even ones you don't have access to. As an action, roll 1d100 on the Enigma Spells Table below. The spell chosen on the table is immediately casted at its lowest level in your preferred location within the spell's reach, and any spell DCs or attack rolls will use your spellcasting modifier. You can use this feature once, and you regain any expended uses at the end of a long rest.

Enigma Spells
1d100 Spell
1 Druidcraft
2 Firebolt
3 Bane
4 Bless
5 Magic Missile
6 Hold Person
7 Lesser Restoration
8 Shatter
9 Silence
10 Suggestion
11 Dispel Magic
12 Fireball
13 Lightning Bolt
14 Revivify
15 Spirit Guardians
16 Vampiric Touch
17 Blight
18 Fire Shield
19 Ice Storm
20 Phantasmal Killer
21 Resilient Sphere
22 Wall of Fire
23 Animate Objects
24 Antilife Shell
25 Arcane Hand
26 Cloudkill
27 Cone of Cold
28 Contagion
29 Dispel Evil and Good
30 Dominate Person
31 Flame Strike
32 Greater Restoration
33 Hold Monster
34 Insect Plague
35 Mass Cure Wounds
36 Mislead
37 Modify Memory
38 Passwall
39 Seeming
40 Telekinesis
41 Telepathic Bond
42 Tree Stride
43 Wall of Force
44 Wall of Stone
45 Blade Barrier
46 Chain Lightning
47 Circle of Death
48 Disintegrate
49 Eyebite
50 Flesh to Stone
51 Freezing Sphere
52 Globe of Invulnerability
53 Harm
54 Heal
55 Mass Suggestion
56 Move Earth
57 Otto's Irresistible Dance
58 Programmed Illusion
59 Sunbeam
60 Transport via Plants
61 Trueseeing
62 Wall of Ice
63 Wall of Thorns
64 Word of Recall
65 Delayed Blast Fireball
66 Etherealness
67 Finger of Death
68 Firestorm
69 Forcecage
70 Mordenkainen's Sword
71 Plane Shift
72 Prismatic Spray
73 Project Image
74 Reverse Gravity
75 Sequester
76 Teleport
77 Animal Shapes
78 Antimagic Field
79 Demiplane
80 Dominate Monster
81 Earthquake
82 Feeblemind
83 Glibness
84 Holy Aura
85 Incendiary Cloud
86 Maze
87 Mind Blank
88 Power Word Stun
89 Sunburst
90 Gate
91 Mass Heal
92 Meteor Swarm
93 Power Word Kill
94 Prismatic Wall
95 Shapechange
96 Storm of Vengeance
97 Time Stop
98 True Polymorph
99 Weird
100 Wish

Gamemaster Archetypes[edit]

Triple Wyrm Trickster[edit]

THIS SUBCLASS REQUIRES THE 3-DRAGON ANTE D&D CARD GAME!!

Rigged Game Set[edit]

Starting at 1st level, you know the in's and out's of the 3-Dragon Ante game set. You have a special deck of metal cards, and this counts as a Simple Weapon with the One-Handed, Light, Thrown, and Finesse properties. It deals 1d6+dex piercing damage, and you are proficient with it.

At 18th level, the damage die changes to 1d12, and you can throw two at once.

Wyrm Trickster Spells[edit]

You learn additional spells when you reach certain levels in this class, as shown on the Wyrm Trickster Spells table. Each of these spells counts as a gamemaster spell for you, but it doesn’t count against the number of gamemaster spells you know.

Wyrm Trickster Spells
Gamemaster Level Spells
1st Bane, Bless
2nd Continual Flame, Dragon's Breath
3rd Call Lightning, Fly
4th Ice Storm, Polymorph
5th Destructive Wave, Mass Cure Wounds
6th Harm, Heal
7th Draconic Transformation, Fire Storm

Flight of the Dragons[edit]

At 2nd level, you can use your cards to alter outcomes. At the end of a long rest, draw cards from your deck until you hit 6 cards. These cards can be used as a reaction to any creature failing a check, saving throw, or attack roll. When a creature fails a roll, you can use the effect of any card in your hand, as long as the number on the card is less than what the creature rolled. You have to target the creature you used your reaction against. You can only use a maximum of three cards per long rest. This changes to six cards at 11th level.

Flights
Whenever you use a card, set it face up in front of you. Any cards used after are also set face-up to the right of the previous card. This is considered your "Flight". There are two Special Flights you can create, and each one can do a special effect. These effects last until your next long rest.
Color Flight - If you finish a flight with all three cards as the same type, you receive resistance to the same damage type associated with that dragon type (Ex. Copper = Lightning, Red = Fire, etc.). For a flight of Mortals, you receive resistance to bludgeoning, slashing, or piercing damage.
Number Flight - If you finish a flight with all three cards as the same number, you receive a bonus to your hit point maximum equal to that number.

Until you reach 6th level, your deck should only have regular cards; it should not contain any Mortals or Legendary Dragons. The Card Effect Tables below list the effects that each card can do. Each effect lasts until the end of your next turn, unless it specifies otherwise.

Deck Alignment[edit]

At 6th level, your 3-Dragon Ante Deck can be associated with one of three different Alignments: Deck of Bahamut, Deck of Mortals, or Deck of Tiamat. The features of each deck will be listed below:

Deck of Bahamut
For this deck, insert all Legendary Dragons of good alignment, as well as 3 random Mortal cards. During a long rest, your 3 Mortal cards can be switched out for another random 3 Mortal cards. Any Mortal cards in your hand are replaced with a random card from your deck, after the Mortal cards are shuffled back inside. If you add a card of evil alignment to your flight, you take a -1 penalty to your next dice roll.

Deck of Mortals
For this deck, insert 10 random Mortal cards into your deck. During a long rest, your 10 Mortal cards can be switched out for another random 10 Mortal cards. Any Mortal cards in your hand are replaced with a random card from your deck, after the Mortal cards are shuffled back inside. After you complete a flight, draw a card. If you'd like, you can switch one of the cards in your flight with the card you drew. The extra card can be shuffled into your deck, not put into your hand.

Deck of Tiamat
For this deck, insert all Legendary Dragons of evil alignment, as well as 2 random Mortal cards. During a long rest, your 2 Mortal cards can be switched out for another random 2 Mortal cards. Any Mortal cards in your hand are replaced with a random card from your deck, after the Mortal cards are shuffled back inside. If you add a card of good alignment to your flight, you take a -1 penalty to your next dice roll.

Ante Switch[edit]

At 11th level, you have linked your cards to your Ante Bank. As a bonus action, you can switch the cards in your hand with new cards from your deck, but you must spend Antes equal to the amount of cards being switched. Or, you can discard cards from your hand to gain more Antes, instead. This feature can only be used once per turn.

Double Play[edit]

At 11th level, you have gained the ability to improve the aid of your deck.

  • You can now create two flights per long rest.
  • All effects by common dragons with the same alignment as your deck alignment are doubled. If you have the Deck of Mortals, you can choose whether it's good or evil alignment that gets doubled.

Blessed Cards[edit]

At 18th level, your deck has been blessed by the gods themselves; whether that's Bahamut, Tiamat, or a powerful deity, your deck has gained an ability from it:

Deck of Bahamut
Your deck has been blessed by the dragon god, Bahamut, himself. When you use a legendary dragon card of good alignment, you regain 2 Antes and can choose one card from the top three cards in your deck to put in your hand. Shuffle the unused cards back into the deck.

Deck of Mortals
Your deck has been blessed by a Deity or powerful Archmage. When you use a mortal card, you regain 2 Antes and immediately gain the ability to perform an action.

Deck of Tiamat
Your deck has been blessed by the dragon god, Tiamat, himself. When you use a legendary dragon card of evil alignment, you regain 2 Antes and can force up to three creatures within 15 feet to succeed a Wisdom saving throw against your spell save DC or be affected by a status until the end of your next turn. Their alignment determines the status effect they receive:

  • Good: Frightened.
  • Neutral: Stunned.
  • Evil: Charmed.

You can use this feature once, and you regain any expended uses at the end of a long rest.

Card Effects: Common Dragons
Dragon Types 1 2 3 4 5 6 7 8 9 10 11 12 13
White +1 damage taken -1 next roll -5ft. speed +2 damage taken -2 next roll -10ft. speed -- +3 damage taken -- -- -- -- --
Black -1 next roll +1 damage taken -5ft. speed -- +2 damage taken -2 next roll -10ft. speed -- -3 next roll -- -- -- --
Green -5ft. speed -1 next roll -- -2 next roll -10ft. speed +2 damage taken -- +3 damage taken -- +4 damage taken -- -- --
Blue +1 damage taken -5ft. speed -- -10ft. speed -- -2 next roll -3 next roll -- -3 next roll -- -4 next roll -- --
Red -- +1 damage taken -1 next roll -- +2 damage taken -- +3 damage taken -10ft. speed -- +4 damage taken -- -15ft. speed --
Brass -1 damage taken +1 next roll +5ft. speed -2 damage taken +2 next roll -- -3 damage -- +3 next roll -- -- -- --
Copper +1 next roll -- -1 damage taken -- -2 damage taken +10ft. speed +3 next roll +10ft. speed -- +4 next roll -- -- --
Bronze +5ft. speed -- +1 next roll -- -- +2 next roll -3 damage taken +10ft. speed +3 next roll -- -4 damage taken -- --
Silver -- +5ft. speed -1 damage taken -- -- -2 damage taken +10ft. speed -3 damage taken -- +15ft. speed -- +4 next roll --
Gold -- -1 damage taken -- +2 next roll -- +10ft. speed -- +3 next roll -3 damage taken -- -4 damage taken -- -5 damage taken
Card Effects: Good Legendary
Dragons Effect
Bahamut The saving throw switches to a success.
Gold Monarch Target receives advantage on next roll.
Silver Seer Target takes 1 less hit die of damage.
If there is only 1 hit die used, the target takes half damage.
Bronze Warlord The target receives 10 temporary hit points.
Copper Trickster Target can reroll.
If they succeed, they only take/deal half damage.
Brass Sultan Target can reroll with a -8 to their roll.
If they succeed, it counts as a success.
Metallic Wyrm Replace this card with the next card in your deck.
The effect of the other card is used.
Card Effects: Evil Legendary
Dragons Effect
Tiamat The attack roll switches to a success.
Red Destroyer Target receives disadvantage on next roll.
Blue Overlord Target takes an extra hit die of damage.
If no hit dice are used, they receive 1d6 damage.
Dracolich The target is blinded and prone.
Black Raider The target receives 10 damage.
White Hunter Roll 1d4 and subtract it from their roll.
If the card number is higher, the target takes double damage.
Green Schemer The target receives +5 damage, -5 to their next roll,
and -10ft. of speed.
Chromatic Wyrm Replace this card with the next card in your deck.
The effect of the other card is used.
Card Effects: Mortals
Mortals Effect
The Prophet Draw a random Legendary Dragon.
Use the effect on that card.
The Archmage Replace this card with the next card in your deck.
The effect of the other card is used.
The Dragonslayer Target is incapacitated.
Remove a dragon from your flight. You cannot complete your flight.
The Sorcerer Target rolls on the Wild Magic table for Sorcerer.
The Queen Target receives +1 on every stat.
The Thief Steal 10 GP from the target.
If the target has less, take all they have.
The Dragonrider Target receives +1 AC.
The Druid The target regains 1d4 hit points.
The Merchant Prince You receive all damage instead.
The Wyrmpriest Double the effects of your next card.
The Priest You regain 1d4 hit points.
The Princess The effect of the previous card triggers on this target.
The Illusionist The target switches with one of its allies.
The Fool The target can reroll, but with 2d10 instead of a d20.
The Kobold You receive 5ft. extra movement speed.

Card Czar[edit]

THIS SUBCLASS REQUIRES A REGULAR DECK OF PLAYING CARDS!!

Rigged Game Set[edit]

Starting at 1st level, you know the in's and out's of a common deck of cards. You have a special deck of metal cards, and this counts as a Simple Weapon with the One-Handed, Light, Thrown, and Finesse properties. It deals 1d6+dex piercing damage, and you are proficient with it.

At 18th level, the damage die changes to 1d12, and you can throw two at once.

Czar Spells[edit]

You learn additional spells when you reach certain levels in this class, as shown on the Czar Spells table. Each of these spells counts as a gamemaster spell for you, but it doesn’t count against the number of gamemaster spells you know.

Czar Spells
Gamemaster Level Spells
1st Command, Dissonant Whispers
2nd Detect Thoughts, Spray of Cards
3rd Blink, Conjure Barrage
4th Charm Monster, Phantasmal Killer
5th Antilife Shell, Seeming
6th Mass Suggestion, Wall of Thorns
7th Power Word Pain, Symbol

Suit of Armor[edit]

At 2nd level, as a reaction to an attack made against you, you can guess which suit your next drawn card is. If you guess correctly, you gain +2 to your AC until the start of your next turn, possibly turning the triggering attack into a miss. You can use this feature as many times as your proficiency bonus, and you regain any expended uses at the end of a long rest.

Dealer's Choice[edit]

At 6th level, you can choose which card game to base your abilities on. At the end of a long rest, you can choose one of three card games to play until your next long rest. Each game has different abilities.

Poker
Draw five cards. Depending on the hand you receive, you gain a feature listed below.

Poker Hand Effects
Hand Effect
Fold As an action, you give a creature you can see -1 on their next 5 rolls.
High Card As a reaction to a critical hit you can see, you can change the critical hit into a regular hit.
Pair As a reaction to an ally's ranged weapon attack, you can add an extra projectile to their attack.
They have to roll separately for that projectile.
Two Pair As a reaction to an ally's ranged spell attack, you can add an extra projectile to their attack.
You can only do this with spells up to 3rd level, and they have to roll separately for that projectile.
Three of a Kind As an action, you can give a -3 penalty to a creature you can see on their next roll.
Straight As a reaction to a creature rolling a die,
you can instead force them to roll either +1 or -1 from the last rolled number.
Flush As an action, you can hide without the need for cover.
The DC to spot you is your spellcasting DC.
Full House As a bonus action, you give your next attack the benefit of its full potential.
On your next attack, you can forgo rolling dice for damage and instead deal maximum damage.
Four of a Kind Add the common face value of your four cards to your current roll.
(Ex. Four 9's, add 9 to your roll; four Kings, add 10 to your roll)
Straight Flush As an action, you can distribute hit points equal to half your remaining hit points evenly between
two other creatures, round down.
Royal Flush As an action, you force an ally you can see to make a melee attack against a creature within range.
On a roll of 17 or above, the attack is a critical hit.

Blackjack
As a reaction to failing an attack roll or saving throw, you can draw a card and add the number to your roll total. If that card makes your roll exceed 21, the roll counts as a critical fail, however, both 20 and 21 count as a critical successes. If the card doesn't cause the roll to exceed 21, but it beats the DC of the roll, the roll counts as a success. If you draw a card that doesn't cause your roll to beat the DC or exceed 21, you can draw again. You can draw cards until you beat the DC, or until you exceed 21.

If your initial roll is already above 21, you can draw a card and add half the face value, rounded down, to your roll total. The value of each card will be displayed below.

Baccarat
Draw two cards. If the total is less than 6, draw another. Whenever a creature you can see rolls a number lower than the total of your cards (no modifiers), you can choose to heal or damage that creature equal to the total value of your cards + your proficiency bonus. The value of each card will be displayed below.

You can use this feature twice, and you regain any expended uses at the end of a long rest.

Card Values
Card Blackjack Baccarat
Ace 1 or 11 1
2-9 Face
value
Face
value
10 10 Zero
Jack 10 Zero
Queen 10 Zero
King 10 Zero
Joker N/A N/A

Ante Switch[edit]

At 11th level, you have linked your cards to your Ante Bank. As a bonus action, you can switch the cards in your hand with new cards from your deck, but you must spend Antes equal to the amount of cards being switched. If you have chosen the Blackjack option for the Dealer's Choice feature, you have to state you would like to switch cards before you start drawing any. This feature can only be used once per turn.

Go Fish[edit]

At 11th level, as a reaction to missing an attack with your playing cards, draw a card. If adding the value of the card to your roll would've made it succeed, keep the card in your hand. Otherwise, shuffle it back into the deck. Half the value of this card, rounded up, can be added to any roll you make before your next long rest.

You can use this feature twice, and you regain any expended uses at the end of a long rest.

Roulette[edit]

At 18th level, as a bonus action, you can guess the value and/or the color or suit of the next card you draw. You can choose to only guess one, but if you guess both, you have to be correct on both to receive any benefits. You cannot guess both suit and color, because the suits are color-coded. These values are stackable.

Roulette Rewards
Guess Effect
Color You can add 2d4 to any one roll you
see before the start of your next turn.
Suit Any hit dice rolled for your next
attack or spell are maximized.
Value Your next successful attack roll is
an automatic critical hit.

You can use this feature twice, and you regain any expended uses at the end of a long rest.

Rollmaster[edit]

THIS SUBCLASS REQUIRES UP TO AN EXTRA 8D6 DICE!!!

Rigged Game Set[edit]

Starting at 1st level, you have obtained weighted d6 dice equal to your proficiency bonus +2. These dice are made of metal, and these count as a Simple Weapon with the One-Handed, Light, Thrown, and Finesse properties. It deals 1d6+dex bludgeoning damage, and you are proficient with it.

At 18th level, the damage die changes to 1d12, and you can throw two at once.

Rollmaster Spells[edit]

You learn additional spells when you reach certain levels in this class, as shown on the Rollmaster Spells table. Each of these spells counts as a gamemaster spell for you, but it doesn’t count against the number of gamemaster spells you know.

Rollmaster Spells
Gamemaster Level Spells
1st Burning Hands, Fog Cloud
2nd Cloud of Daggers, Heat Metal
3rd Bestow Curse, Call Lightning
4th Black Tentacles, Resilient Sphere
5th Circle of Power, Destructive Wave
6th Eyebite, Harm
7th Power Word Pain, Symbol

Helping Hand[edit]

At 2nd level, at the end of a long rest, you can roll all your available d6's. As a bonus action, you can give any amount of your d6's to a single ally for them to add to an attack roll or saving throw as a free action. Your ally can only add one of these dice to a roll at a time. Alternatively, as a reaction to an attack roll you can see, you can add or subtract one of your d6's to the attack roll, possibly altering the outcome. You have as many d6's as your proficiency bonus +2, and you regain any expended d6's at the end of a long rest.

Empowerment[edit]

At 6th level, you can choose between three different functions your dice can provide.

Damage
As a reaction to an attack roll made within your sight, you can expend one of your d6's to add or subtract that value to the damage dealt to the targeted creature.

AC
As a reaction to an attack roll made within your sight, you can expend one of your d6's to add or subtract half that value, rounded up, to the targeted creature's Armor Class. This effect wears off after the triggering attack.

Temporary Hit Points
As a bonus action, you can expend one of your d6's to provide an amount of temporary hit points equal to that d6. This does not stack, and all remaining hit points disappear at the end of a long rest.

This feature can be used up to half your proficiency bonus, rounded up. You regain any expended uses at the end of a long rest.

Ante Switch[edit]

At 11th level, you have linked your dice to your Ante Bank. As a bonus action, you can reroll any amount of dice you'd like, but you must spend Antes equal to the amount of dice rerolled. You can only reroll each die once. This feature can only be used once per turn.

Quick Boost[edit]

At 11th level, as a bonus action, you can take the value of one of your d6's and multiply it by 5, then add it to your movement speed for 2 rounds. This feature does not stack.

Probability Meister[edit]

At 18th level, as a bonus action, you can consume 2 of your d6's and roll a d12. This d12 can be used as if it were one of your d6's. You can use this feature twice, and you regain any expended uses at the end of a long rest.

Kingsman[edit]

Rigged Game Set[edit]

Starting at 1st level, you have obtained a modified dragonchess set. This set contains pieces that are made of metal, and these count as a Simple Weapon with the One-Handed, Light, Thrown, and Finesse properties. It deals 1d6+dex bludgeoning damage, and you are proficient with it.

At 18th level, the damage die changes to 1d12, and you can throw two at once.

Kingsman Spells[edit]

You learn additional spells when you reach certain levels in this class, as shown on the Kingsman Spells table. Each of these spells counts as a gamemaster spell for you, but it doesn’t count against the number of gamemaster spells you know.

Kingsman Spells
Gamemaster Level Spells
1st Alarm, Compelled Duel
2nd Detect Thoughts, Find Steed
3rd Conjure Animals, Vampiric Touch
4th Shadow of Moil, Summon Construct
5th Immolation, Passwall
6th Conjure Fey, Heal
7th Conjure Celestial, Regenerate

Knight's Wit[edit]

At 2nd level, as a bonus action, you can teleport exactly 10 feet away, and then 5 ft. to the left or right. This movement is the same as the knight piece used in chess. When teleporting to that space, if there is a creature of medium size or smaller in that space, they are pushed 5 feet away and become stunned until the start of your next turn. You can use this feature an amount of times equal to half your proficiency bonus rounded up. You regain any expended uses at the end of a long rest.

Strategist[edit]

At 6th level, you gain an ability from two different chess pieces. After a long rest, you can roll 1d100 on the Chess Strategy table below and receive abilities based on the chess pieces rolled. Each chess piece can be used twice, and you regain any expended uses at the end of a long rest.

At 18th level, you gain a third use of each chess piece.

Chess Pieces
Chess Piece Function
Pawn You can make a diagonal melee attack and deal 1d4 extra damage.
Rook As a bonus action, you can give you or an ally advantage on their next roll.
Bishop As a reaction to a status effect being applied to you, you can ignore it's effects.
Knight You gain an extra use of Knight's Wit, and it deals 1d6 force damage.
Queen You can add a second target to your ranged attack.
King As a free action, you can turn your successful attack into a critical hit.
Chess Strategy
1d100 Chess Pieces
1-5 Pawn & Pawn
6-10 Pawn & Rook
11-15 Pawn & Bishop
16-20 Pawn & Knight
21-25 Rook & Rook
26-30 Rook & Bishop
31-35 Rook & Knight
36-40 Bishop & Bishop
41-44 Bishop & Knight
45-48 Knight & Knight
49-52 Queen & Pawn
53-56 Queen & Rook
57-60 Queen & Bishop
61-65 Queen & Knight
66-70 Queen & Queen
71-75 King & Pawn
76-80 King & Rook
81-85 King & Bishop
86-90 King & Knight
91-95 King & Queen
96-100 King & King

Ante Switch[edit]

At 11th level, you have linked your dragonchess set to your Ante Bank. As a bonus action, you can spend 4 Antes to reroll on the Chess Strategy table. Alternatively, you can discard one of your chess pieces to gain 1 Ante. The chess piece needs to have both charges available in order to discard. This feature can only be used once per turn.

Royalties[edit]

At 11th level, you have found a way to be paid for aiding allies when it's most needed. Whenever you heal or buff an ally, you receive 2 Antes if they're damaged by an attack before their next turn. You can only benefit from this once per round.

Checkmate[edit]

At 18th level, if you and two other allies are within 15 feet of a creature that has 50 hit points or less, you can immediately reduce its hit points down to 1. However, this ability does not function if:

  • One or more of your allies is affected by a status effect.
  • A different enemy is within 10 feet of you or one of your allies around the targeted creature.

This feature can be used once, and you regain any expended uses at the end of a long rest.

Spells[edit]

The Gamemaster class is a 3/4ths caster, and receives spells at these levels:

Spell Slots per Spell Level
Class
Level
Cantrips Spells
Known
1st 2nd 3rd 4th 5th 6th 7th
1st -- -- -- -- -- -- -- -- --
2nd 2 2 1 -- -- -- -- -- --
3rd 2 3 1 -- -- -- -- -- --
4th 2 4 2 -- -- -- -- -- --
5th 2 5 2 2 -- -- -- -- --
6th 3 6 2 2 -- -- -- -- --
7th 3 7 3 3 -- -- -- -- --
8th 3 7 3 3 2 -- -- -- --
9th 3 8 3 3 2 -- -- -- --
10th 4 8 4 3 3 -- -- -- --
11th 4 9 4 3 3 1 -- -- --
12th 4 9 4 3 3 1 -- -- --
13th 4 9 4 3 3 2 -- -- --
14th 5 10 4 3 3 2 1 -- --
15th 5 10 4 3 3 3 1 -- --
16th 5 10 4 3 3 3 2 -- --
17th 5 11 4 3 3 3 2 1 --
18th 5 11 4 3 3 3 3 1 --
19th 5 11 4 3 3 3 3 2 --
20th 5 12 4 3 3 3 3 2 1
Gamemaster Spell List
Level Proficiency Bonus
Cantrips Blade ward, Booming Blade, Dancing Lights, Firebolt,
Frostbite, Mage Hand, Message, Mind Sliver,
Minor Illusion, Prestidigitation, True Strike, Vicious Mockery
1st Absorb Elements, Armor of Agathys, Chaos Bolt, Charm Person,
Chromatic Orb, Color Spray, Compelled Duel, Disguise Self,
Distort Value, Healing Word, Hellish Rebuke, Hex,
Identify, Magic Missile, Silent Image, Unseen Servant
2nd Aganazzar’s Scorcher, Aid, Alter Self, Blur,
Enhance Ability, Enthrall, Invisibility, Knock,
Misty Step, Scorching Ray, Shadow Blade, Shatter,
Silence, Spray of Cards, Warding Bond, Zone of Truth
3rd Antagonize, Clairvoyance, Counterspell, Dispel Magic,
Fast Friends, Fear, Fireball, Haste,
Incite Greed, Lightning Bolt, Major Image, Melf's Minute Meteors,
Remove Curse, Sending, Spirit Guardians, Tiny Hut
4th Arcane Eye, Confusion, Death Ward, Dimension Door,
Fire Shield, Greater Invisibility, Hallucinatory Terrain, Phantasmal Killer,
Secret Chest, Stoneskin, Vitriolic Sphere, Wall of Fire
5th Arcane Hand, Cone of Cold, Dominate Person, Flame Strike,
Mislead, Modify Memory, Telekinesis, Wall of Force
6th Chain Lightning, Contingency, Disintegrate, Freezing Sphere,
Mental Prison, Primordial Ward, Wall of Ice, Wind Walk
7th Delayed Blast Fireball, Mordenkainen's Sword,
Prismatic Spray, Project Image,

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Gamemaster class, you must meet these prerequisites: CHA 13

Proficiencies. When you multiclass into the Gamemaster class, you gain the following proficiencies: Persuasion, Sleight of Hand.

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