Coin Gambler (5e Class)

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Coin Gambler[edit]

Introduction[edit]

Taking risks and leaving things to fate. This is what Coin Gamblers are known for, on top of this they also wield supportive magic to protect allies in combat

Fate gambler picture 2.png
Coin Gambler by servia-art
Quick Build

You can make a Coin 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 Coin Gambler you gain the following class features.

Hit Points

Hit Dice: 1d8 per Coin Gambler level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Coin Gambler level after 1st

Proficiencies

Armor:
Weapons: Simple weapons, martial weapons
Tools: Two gaming sets of your choice
Saving Throws: Charisma, Dexterity
Skills: Choose three skills from Arcana, Persuasion, Acrobatics, History, Insight, Intimidation, Perception, and Performance

Equipment

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

Table: The Coin Gambler

Level Proficiency
Bonus
Features Unarmed Strike Cantrips Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Unarmored Defense, Extra Reactions, Coin Toss 1d4
2nd +2 Lucky Blessing, Well of Fortune 1d4 2 2
3rd +2 Lucky Die, Gambling Focus 1d4 2 3
4th +2 Ability Score Improvement 1d4 2 3
5th +3 Coin Toss, Coin Cascade 1d6 2 4 2
6th +3 Well of Fortune, Gambling Focus 1d6 3 4 2
7th +3 Lucky Die, Lucky trick 1d6 3 4 3
8th +3 Ability Score Improvement 1d6 3 4 3
9th +4 Going All In, 1d6 3 4 3 2
10th +4 Gambling Focus, Well of Fortune 1d6 3 4 3 2
11th +4 Coin Toss, Wheel of Fortune 1d8 4 4 3 3
12th +4 Ability Score Improvement 1d8 4 4 3 3
13th +5 Coin Cascade, Blessed presence 1d8 4 4 3 3 1
14th +5 Gambling Focus 1d8 4 4 3 3 1
15th +5 Coined defense, Lucky Die 1d8 4 4 3 3 2
16th +5 Ability Score Improvement 1d8 4 4 3 3 2
17th +6 Well of Fortune, Minted armor 1d10 5 4 3 3 3 1
18th +6 Extra Reactions 1d10 5 4 3 3 3 1
19th +6 Ability Score Improvement 1d10 5 4 3 3 3 2
20th +6 Infinite Wealth 1d10 5 4 3 3 3 2

Spellcasting Focus[edit]

Charisma is your spellcasting ability for your Gambler spells. 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 Gambler 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.

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

Unarmored Defense[edit]

Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 8 + your Dexterity modifier + your Charisma modifier.

Extra Reactions[edit]

At 1st level, you gain additional reactions equal to half of your PB rounded down

Coin Toss[edit]

Starting at 1st level, you may use your magic to influence probability. Once per short rest, you can flip a coin to determine the outcome of an event. You can choose heads or tails, and if the outcome matches your choice, you gain advantage on your next ability check, attack roll, or saving throw. If the outcome does not match your choice, you gain disadvantage on the roll. At 5th level, you can use this feature twice per short rest, and at 11th level, you can use it three times per short rest.

Lucky Blessing[edit]

At 2nd level, you can use your magic to protect your allies. You can spend an action to flip a coin, this can be done a time equal to your Charisma modifier per long rest. You then grant temporary hit points to X allies within 30 feet with X being your PB, you cannot give yourself the temporary hit points . The number of temporary hit points granted equals Xd6+Charisma modifier with X being your PB.

Well of Fortune[edit]

Starting at 2nd level, you have a limited well of fortune you may draw upon at any time. Before making an attack roll, ability check, or saving throw, you may use this feature to roll with advantage. Alternatively, you may use this to remove disadvantage imposed on you for one of the aforementioned rolls. You may use this feature twice per long rest. You gain two additional uses at 6th, 10th, and 17th levels.

Lucky Die[edit]

Starting at 3rd level, you have four lucky dice, which are d8s. A lucky die is expended when you use it. You regain all of your expended lucky dice when you finish a short or long rest. You gain another lucky die at 7th level and one more at 15th level. This die turns into a d10 at level 10 and d12 at 17th level. These die can be used on Coin Techniques.

Gambling Focus[edit]

At 3rd level, you chose a focus. Choose between Revitalizing luck or Fortunes defense. You gain an ability in your subclass at level 3,6,10,and 14.

Ability Score Improvement[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.

Coin Cascade[edit]

Upon reaching level 5, You can now unleash a devastating follow-up attack when an ally benefiting from your Lucky Blessing strikes a foe. When an ally with temporary hit points from your Coin Toss ability makes a successful attack on a target you may as a reaction make a follow up attack. A large transparent slot machine appears above the targets head as coins rain down on top of them. The target must make a dexterity saving throw. For damage roll a d8. At 13th level the die increase by 2 (Ie. a 1d6 turns into 3d6).

Coin Cascade
D8 Roll Damage
1 1d6+Charisma mod radiant
2 1d8+Charisma mod radiant
3 1d10+Charisma mod radiant
4 2d6+Charisma mod radiant
5 2d8+Charisma mod radiant
6 3d6+Charisma mod radiant
7 3d8+Charisma mod radiant
8 4d6+Charisma mod radiant

Lucky trick[edit]

At 7th level, you get advantage on all performance rolls.

Going All In[edit]

At 9th level, twice per long rest when an ally under Lucky blessing makes an attack, you may use a reaction to flip a coin. The weapon attack is guaranteed to hit. On a heads, the creature struck takes no damage and is instead healed by the amount of the damage rolled + your charisma mod. On a tails, the creature takes full possible damage + your charisma mod.

Wheel of Fortune[edit]

At 11th level, you unlock the ability to summon the Wheel of Fortune, a roulette table imbued with the power of luck. As an action, you can conjure the Wheel of Fortune at a point you can see within 60 feet. You then roll a d20 to determine the outcome of the spin, which determines the effects:

Wheel of Fortune
D20 Roll Effect
1-5 The spinning wheel comes to a screeching halt, and dark energy surges from it towards the target creature. The creature must make a Dexterity saving throw against your spell save DC. On a failed save, the target takes 4d6 necrotic damage. On a successful save, the target takes half as much damage.
6-10 The wheel spins gracefully coming to a slow stop, emanating a golden glow as it releases its energy. The creature must make a Dexterity saving throw against your spell save DC. On a failed save, the target takes 4d6 radiant damage, and is cursed, having disadvantage on all rolls until the start of your next turn.
11-15 The wheel spins erratically before stopping, emitting flashes of colorful energy as it whirls. The creature must make a Dexterity saving throw against your spell save DC. On a failed save, the target takes 6d6 radiant damage, and you and your allies within 30 feet gain temporary hit points equal to half the damage dealt. On a successful save, the target takes half as much damage, and you and your allies still gain temporary hit points equal to a quarter of the damage dealt.
16-20 The wheel spins with a majestic flourish, emitting a dazzling array of golden light and harmonious chimes. The creature must make a Dexterity saving throw against your spell save DC. On a failed save, the target takes 8d6 radiant damage and is engulfed in an aura of divine luck. All allies within 30 feet are filled with a surge of inspiration, gaining advantage on all attack rolls, ability checks, and saving throws until the start of your next turn. Additionally, any critical hits scored by allies within this aura result in the target regaining hit points equal to your Charisma modifier + your Coin Gambler level. On a successful save, the target takes half as much damage, and allies within the aura still gain advantage but do not benefit from the healing effect of critical hits.

This ability can be used equal to half of your PB rounded up per long rest.

Blessed presence[edit]

At level 13, you may use the help action as a bonus action to any creature you are looking at.

Coined defense[edit]

Beginning at level 15, when Coin Cascade deals damage to a target the ally that originally attacked them gains temporary hit points equal to half of the damage dealt by coined defense.

Minted armor[edit]

At level 17, when an ally is buffed by Lucky blessing their AC is increased by 2.

Infinite Wealth[edit]

At 20th level, you have reached the pinnacle of your luck. You gain the ability to tap into the infinite reservoir of luck, granting you unparalleled control over destiny itself.

Infinite Wealth: Once per long rest, as an action, you can invoke the power of Infinite Wealth. For the next minute, you and your allies within 60 feet are blessed with unparalleled luck. The following effects occur:

Fortune's Shield
All creatures affected by this ability gain resistance to all damage types.
Bountiful Blessing
All attack rolls, ability checks, and saving throws made by affected creatures are made with advantage.
Eternal Vigilance
You and affected allies cannot be surprised, and you have advantage on all Wisdom (Perception) checks.
Miraculous Recovery
At the start of each of your turns, you and affected allies regain hit points equal to your Charisma modifier.
Fate's Intervention
Once during the duration, when you or an affected ally fails an attack roll, ability check, or saving throw, you can choose to reroll the failed roll, using the new result.

This effect lasts for 1 minute, and you can concentrate on it as if it were a spell. Once the duration ends or you lose concentration, the effects of Infinite Wealth end.

Coin Techniques[edit]

Coin techniques are abilities that can be used by expending a lucky die. You start with 2 techniques gaining 3 at level 6, 4 at level 10, 5 at level 14, and 6 at level 18.

Fortunes Shield

As a reaction when an ally within 30 feet of you takes damage, you can expend a lucky die to create a protective barrier of shimmering coins. Roll the superiority dice, the target gains temporary hit points equal to the total rolled.

Lucky Break

When you or an ally fail a saving throw you may expend a lucky die to add the amount rolled to the number. This effect can be applied up to PB amount of creatures.

Fortune Alter

When using Lucky blessing, you may expend a lucky die and roll the die and add it onto the temporary hit points gained.

Dangerous Footing

Prerequisites: Must be level 5 or higher When you make an attack with Coin Cascade you may expend a lucky die to cause the effect target to slip and be proned by the attack.

Fortunate Strike

Prerequisites: Must be level 5 or higher When you make an attack with Coin Cascade you may expend a lucky die to reroll the number.

Lucky Coin

Prerequisites: Must be level 6 or higher When you flip a coin you may expend a lucky die to reflip the coin.


Revitalizing luck[edit]

This path focuses on not just granting your allies temporary hit points but also helping them regain their actual hit points.

Specialized skillset

Starting at 3rd level, you gain proficiency in deception, intimidation, and insight, If you already have proficiency in a skill you gain expertise in it.

Healing Luck

At 6th level, whenever you grant temporary hit points to an ally using Lucky Blessing, you can choose to convert a portion of those temporary hit points into actual hit points. For every 5 temporary hit points granted, you can convert 1 hit point. This feature can only be used once per activation of Lucky Blessing.

Lucky lifedrain

At 10th level, when an ally is buffed by Lucky Blessing whenever they reduce a targets hit points to 0 they regain hit points equal to the damage dealt after the target is knocked to 0 hit points.

Enhanced endurance

At 14th level, when an ally is buffed by Lucky Blessing they regain hit points equal to your charisma modifier at the start of their turn.

Fortunes buff[edit]

This path focuses on buffing allies who are effected by Lucky blessing allowing them to deal more damage and resist damage types.

Specialized skills

Starting at 3rd level, you gain proficiency in persuasion, performance, and perception. If you already have proficiency a skill you gain expertise in it.

Lucky hit

Beginning at 6th level when an ally has temporary hit points they deal additional damage based on your charisma modifier

Resilience blessing

At 10th level, your allies within 30 feet gain resistance to a damage type of your choice until the start of your next turn whenever you grant temporary hit points using Lucky Blessing. Once you use this feature, you can't use it again until you finish a short or long rest.

Shield of luck

At 14th level, an ally who has temporary hit point may use their reaction to impose disadvantage on an attack roll against them.

Coin Gambler Spell List[edit]

All Cleric spells up to 5th level.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Coin Gambler class, you must meet these prerequisites: 16 charisma

Proficiencies. When you multiclass into the Coin Gambler class, you gain the following proficiencies: Charisma saving throws and performance.

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