Meta-Gambler (5e Subclass)
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The Gambler
"Two pair!", affirms the confident Halfling gent, turning his hand over on the table, to the sound of a crowd's mild awe. The Halfling's expression shrinks from a smile to a concerned frown as the Half-Orc barbarian chuckles, turning his own hand over, and declaring, "Threeovakind." The audience picks up in interest, scanning the table over at the cards, before their attention is swung away from the Half-Orc as a small laugh from an Elven woman catches the eye of the many. "Flush," She says, turning over her cards with a single finger, the crowd on their toes, along with the Half-Orc grumbling curses in Orcish and coming to a stand, reaching for his weapon. He doesn't get a chance as a card suddenly zings across the table, and strikes his hand, the audience gasping as the Half-Orc recoils, gripping his now-bleeding hand, and looks to the card-thrower; the dealer, a shark-grinning well-dressed Kobold, flipping a gold piece over and over, their other hand outstretched from flinging the card, before turning over their own hand of cards. The audience collectively "ooh"s in shock before the Kobold proclaims with total confidence, "Straight Flush~"
Risky Lifestyle
Charming and ever deceptive, the gambler has an uncanny way of always having Lady Luck in their corner. They like to roll against the odds, and sometimes even put a little “extra” into the game to make sure the odds are ever in the favor of the gambler. Your quick wits and steady will never fail you, even with a losing hand. This nature extends even to the realms of magic, as the gambler calls upon a chaotic arcane force that's just as random as the games they obsess over, to infuse into a deck of playing cards and weaponize a pastime to their advantage. While the gambler likes to try their luck, which ends up leading them to the form of magic they use, not all gamblers necessary gamble with normal tavern games. Some gamble on life and death, with fingers and teeth, and others just like the random unstable nature of their own magic, but most find their love of luck before the magical nature behind it makes itself known.
Creating a Gambler
When creating a gambler, think about why they enjoy gambling. Is it a hobby? An addiction? Perhaps its a coping method? What brought your character to a life of risk-and-reward in the first place? Maybe you're paying off a debt, or just don't like the thought of authority, or of following society's rules. Or, maybe they find some thrill in taking a chance. Debt is considered a big part of a gambler and their backstory. Even the best gamblers have been known to rack up hefty debts in many places and to many powerful people, and no one is below the tempting hand of just one more round. Think of if your character may owe anyone a debt, and if so, how much is it? Who is it to? Perhaps a wealthy noble of Neverwinter, or maybe the proprietors of Tymora's Fancy in Waterdeep, or maybe even a more powerful entity, like a demon who now hunts for its pay, whether in gold or in blood.
- Quick Build
You can make a gambler quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the Charlatan background.
Class Features
As a Gambler you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Gambler level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Gambler level after 1st
- Proficiencies
Armor: None
Weapons: Simple weapons
Tools: Playing card set, One Gaming Set of Choice
Saving Throws: Dexterity, Charisma
Skills: Choose four from Arcana, Acrobatics, Deception, History, Insight, Intimidation, Persuasion, Stealth, Sleight of Hand and Performance
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- A Simple Weapon
- (a) Explorer's Pack or (b) Diplomat's Pack
- Two Daggers, A set of playing cards
- If you are using starting wealth, you have 4d4 x 10 gp. in funds.
Level | Proficiency Bonus |
Features | Card Die (Damage) | Deck Points | Deck Die |
---|---|---|---|---|---|
1st | +2 | — | 1d4 | 3 | 1d6 |
2nd | +2 | — | 1d4 | 3 | 1d6 |
3rd | +2 | — | 1d4 | 3 | 1d6 |
4th | +2 | Ability Score Improvement | 1d4 | 4 | 1d6 |
5th | +3 | — | 1d6 | 4 | 1d8 |
6th | +3 | — | 1d6 | 4 | 1d8 |
7th | +3 | — | 1d8 | 5 | 1d8 |
8th | +3 | Ability Score Improvement | 1d8 | 5 | 1d8 |
9th | +4 | — | 1d8 | 5 | 3 |
10th | +4 | — | 1d8 | 6 | 3 |
11th | +4 | — | 1d8 | 6 | 3 |
12th | +4 | Ability Score Improvement | 1d10 | 6 | 3 |
13th | +5 | — | 1d10 | 7 | 4 |
14th | +5 | — | 1d10 | 7 | 4 |
15th | +5 | — | 1d10 | 7 | 4 |
16th | +5 | Ability Score Improvement | 1d10 | 8 | 4 |
17th | +6 | — | 1d10 | 8 | 4 |
18th | +6 | — | 1d12 | 8 | 4 |
19th | +6 | Ability Score Improvement | 1d12 | 9 | 4 |
20th | +6 | — | 1d20 | 9 | 4 |
Multiclassing
Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:
Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:
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