Fate Gambler (5e Class)

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Fate Gambler[edit]

Fate Gamblers are individuals who have become weary of decision making. A Fate Gambler seeks to stimulate their lives by placing their fate in the hands of random chance and gambling. By giving up some of their free will, a Fate Gambler is able to achieve great power that is unattainable to so many. A Fate Gambler often finds themselves wielding great power at the cost of endangering those around them.

Creating a Fate Gambler[edit]

Fate gambler picture 2.png
Fate Gambler by servia-art

As you are creating a Fate Gambler, keep in mind how or why your character decided to leave their fate up to random chance. Are they looking for a thrill from not knowing the outcome of their life or are they just recklessly seeking greater power with no concern for the wellbeing of themselves or their partners?

Quick Build

You can make a Fate Gambler quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity, and then all others depending on your preferred playstyle. Then, choose two daggers and hide armor. Finally, choose a chaotic alignment. Those who tempt fate must be willing to live with much chaos in their lives.

Class Features

As a Fate Gambler you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light armor, medium armor
Weapons: Simple weapons
Tools: Dice Set, Playing Card Set
Saving Throws: Constitution, Charisma
Skills: Gain proficiency in Deception and Insight unless using a chosen background. Choose two from Acrobatics, Intimidation, Perception, Performance, Persuasion, Survival

Equipment

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

  • (a) Two daggers or (b) any simple weapon
  • (a) Leather armor or (b) hide armor
  • Playing Card Set and Dice Set

Table: The Fate Gambler

Level Proficiency
Bonus
Features Cantrips Known Spells Known Spell Slots Spell Slot Level Number of Gambling Focuses
1st +2 Gambling Focus, Fate Caster 2 3 1 1st 1
2nd +2 Well Prepared, Reading the Table 2 4 1 1st 1
3rd +2 Gambling Focus Feature 2 5 1 1st 1
4th +2 Ability Score Improvement 3 6 1 2nd 1
5th +3 Extra Attack 3 6 1 2nd 1
6th +3 Gambling Focus Feature 3 7 1 2nd 1
7th +3 3 8 1 3rd 1
8th +3 Ability Score Improvement 3 9 1 3rd 1
9th +4 3 10 1 3rd 2
10th +4 4 10 2 4th 2
11th +4 Gambling Focus Feature 4 11 2 4th 2
12th +4 Ability Score Improvement 4 11 2 4th 2
13th +5 4 12 2 5th 2
14th +5 Hit the Jackpot 4 13 2 5th 2
15th +5 4 13 3 5th 2
16th +5 Ability Score Improvement 4 14 3 5th 2
17th +6 4 14 3 5th 3
18th +6 Gambling Focus Feature Improvements 4 15 3 5th 3
19th +6 Ability Score Improvement 4 15 3 5th 3
20th +6 Gambling Mastery 4 15 3 5th 3

Fate Caster[edit]

Your connection with Fate has given you the ability to wield Spells.

Cantrips

You know two Cantrips of your choice from the Fate Gambler spell list detailed at the bottom of the page. You learn additional Fate Gambler Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Fate Gambler table.

Spell Slots

The Fate Gambler table shows how many Spell Slots you have. The table also shows what the level of those slots is; all of your Spell Slots are the same level. To cast one of your Fate Gambler Spells of 1st level or higher, you must expend a spell slot. You regain all expended Spell Slots when you finish a short or Long Rest.

For example, when you are 5th Level, you have one 2nd-level Spell Slot. To cast the 1st-level spell Thunderwave, you must spend one of those slots, and you cast it as a 2nd-level spell.

Spells Known of 1st level and Higher

At 1st level, you know one 1st-level Spell of your choice from the Fate Gambler spell list.

You learn new Fate Gambler spells as shown in the Fate Gambler table. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 8th level, for example, you learn a new Fate Gambler spell, which can be 1st, 2nd, or 3rd Level.

Additionally, when you gain a level in this class, you can choose one of the Fate Gambler Spells you know and replace it with another spell from the Fate Gambler spell list, which also must be of a level for which you have Spell Slots.

Spellcasting Ability

Charisma is your Spellcasting Ability for your Fate Gambler Spells, so 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 Fate Gambler spell you cast and when Making an Attack roll with one.

Spell save DC = 8 + Proficiency Bonus + Charisma modifier Spell Attack modifier = Proficiency bonus + Charisma modifier

Gambling Focus[edit]

A Fate Gambler must have something to gamble with. At 1st level, you chose a Gambling Focus that will represent your connection with fate. You may choose between the Fate Dice, Fate Deck, and Fate Coin, all detailed in their respective sections. Your choice grants you features at level 1 and again at level 3, 6, 11, and 18. Your Gambling Focus is the manifestation of your connection with fate. As such, your Gambling Focus also serves as a spellcasting focus. Your Gambling Focus may be summoned or dismissed at will. Gambling Focus may be summoned to any place on your person. Additionally, your dedication to the art of gambling allows you to use your Gambling Focus as part of an action, bonus action, or reaction as directed by the Fate Gambler features even if you have no free hand.

Additional Focuses

Eventually you grow weary of your manipulation of fate and begin to seek more ways to gamble with the lives of yourself and your comrades. You eventually learn to change the shape of your Gambling Focus into something else, allowing your powers of Fate Gambling to increase exponentially. When you reach level 9 you may choose a second Gambling Focus to wield. You may use a bonus action to change the shape of your Gambling Focus, allowing you to use the features of that Gambling Focus. You may only use the features of the Gambling Focus that you are currently wielding. When changing between Gambling Focuses, all used cards and dice remain used until recovered as detailed in their respective Gambling Focus sections (i.e. changing from cards to dice and back to cards does not grant you a full deck again, and same for dice). At level 17 your power grows ever stronger, allowing you to learn to shape your Gambling Focus into a third form.

Well Prepared[edit]

Dealings with gambling on the fate of yourself and others has taught you that no adventurer goes tempts fate without being properly armed. At level 2, gain proficiency in one Martial Weapon of your choice.

Reading the Table[edit]

With your whole life being dedicated to gambling, you begin to learn the signs that someone is cheating you. Beginning at 2nd Level, you gain advantage on Insight checks to discern if someone is lying or bluffing

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.

Extra Attack[edit]

Beginning at 5th Level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.

Hit the Jackpot[edit]

Beginning at level 14 whenever you critically strike, you do an extra die worth of damage. (i.e. rolling a critical hit with a dagger does 3d4 instead of 2d4)

Gambling Mastery[edit]

You have gambled with the lives of yourself and others so many times that you have perfected your mastery of Fate Gambling. At level 20, you may change the form of your Gambling Focus at will, allowing you to use the features from all Gambling Focuses without having to change the form of your Gambling Focus. Additionally, all additional damage done to enemies and healing done to allies due to a Fate Gambler feature is doubled.

Fate Dice Gambling Focus[edit]

Users of the Fate Dice know that in order to wield great power, they must also expose themselves to great risk. The Fate Dice allow the wielder to become much stronger, but at the same time become more vulnerable to those around them.

Your manipulation of fate takes the shape of a set of dice. The Fate Dice are a set of dice containing one of each of a the following: a d4, d6, d8, d10, d12, and d20. Though the Fate Dice always contain the full set of dice, not all of the dice can be wielded immediately. The wielder may use the d4 and the d6 beginning at level 1, the d8 and d10 beginning at level 3, the d12 and the d20 beginning at level 11. At level 18, the Fate Dice set now contains two of each type of die. Once rolled, a Fate Die becomes ethereal and may not be picked up or manipulated in any way. You may concentrate on strengthening your connection with fate for 1 minute to recover all spent Fate Dice.

High Stakes Roller[edit]

Beginning at 1st Level, when taking the Attack action on Your Turn with a melee weapon, you may also roll a Fate Die of your choice in order to strengthen your attack. The number rolled is subtracted from your hit roll, but added to your damage on a successful attack. The damage type of the No Dice damage matches the main damage type of your weapon

On a Roll[edit]

Continued use of the Fate Dice have allowed the wielder to negate some of the negative effects associated with rolling them. Beginning at level 3, when successfully using a feature involving a Fate Die (your attack lands, enemy attack is blocked) you immediately regain the spent Fate Die and gain a stack of "On a Roll". Each stack of On a Roll grants your next Fate Die roll +1 to the positive effects and -1 to the negative effects. This effect can stack indefinitely (max 0 negative effects, no limit to positive effects) and can apply to any feature utilizing Fate Dice. This stacking effect applies to the next Fate Die roll no matter which specific Fate Die or Fate Die feat is used. At level 6 this effect increases to +/-3 per stack, at level 11 this effect increases to +/-5 per stack, and at level 18 this effect increases to +/-7 per stack. On failed use of a Fate Die (your attack misses, enemy attack hits) or if you change the form of your Gambling Focus, you lose all stacks of On a Roll

Dicing With Death[edit]

Beginning at 6th level, when attacked by a melee attack, before damage is calculated you may use your reaction to roll a Fate Die of your choice. The number rolled is added to your armor rating, but also added to damage taken on a successful attack. The damage type of the Dicing with Death damage matches the main damage type of the attacking weapon.

No Dice[edit]

Beginning at level 6 you may use a bonus action on your turn to consume your current streak of On a Roll. You gain 1d4 times your On a Roll streak temporary hit points and all current stacks of On a Roll are lost. All temporary hit points are lost out of combat. This increases to 1d6 times your On a Roll streak at level 11 and 1d8 times your On a Roll streak at level 18.

Loaded Dice[edit]

Your mastery of the Fate Dice have allowed you to manipulate multiple dice at one time. Beginning at level 11 whenever you roll a Fate Die, you may choose roll two instead. After seeing both rolls, you may choose to use one or both dice for your rolls. Both the positives and negatives are applied for whatever selection you choose. All Fate Dice rolled are spent even if you decide to only use the roll of one of the dice. At level 18, this effect increases to 3 Fate Dice.

Fate Deck Gambling Focus[edit]

Your manipulation of fate takes the shape of a standard deck of cards (no jokers).

Preparing Cards

The face cards in your Fate Deck (Ace, King, Queen, Jack) may be imbued with the spells that you know. Different face cards may be imbued with the same spell (i.e. you may imbue Fireball into both Jacks and Queens), but all of each type of face card must be imbued with the same spell (i.e. all Jacks must be the same spell). Spells may only be imbued if they have an Instantaneous duration, a cast time of one action or bonus action, and no concentration. Additionally, when you gain a level in this class and can use the Fate Deck, you can choose one of the spells imbued in your Fate Deck and replace it with another spell that you know from the Fate Gambler spell list.

Card Throw

Whenever a user of the Fate Deck takes the Attack action, they may instead draw a card from their Fate Deck. When using the Extra Attack feature, a user of the Fate Deck Gambling Focus may use both of the attacks from the feature as card draws instead. Any card drawn from the Fate Deck must be used immediately or be discarded, losing its effect. When a Fate Card is drawn and used, its effect will depend on what card is drawn. If the drawn card is an Ace, King, Queen, or Jack, the spell imbued in the card is cast at no cost at a target of your choosing. The card may be thrown up to a range of 30 feet prior to the spell being cast. The end location of the card throw is considered the location from which the spell is cast for range purposes. If the drawn card is a non-face card, it instead can be thrown as a ranged weapon attack with a normal range of 30 feet and a long range of 120 feet, dealing 1d6 damage. The damage type is based on the suit of card thrown:

Heart - Fire damage
Spade - Lightning damage
Club - Poison damage
Diamond - Cold damage

The damage increases to 2d6 at level 5, 3d6 at level 11, 4d6 at level 17
Once used or discarded, a Fate Card becomes ethereal and may not be picked up or manipulated in any way. All spent Fate Cards are recovered upon completion of a Short or Long Rest.

Card Flick[edit]

Beginning at level 3, you learn that its not all about the card you draw, its about how you use it. If a target is successfully hit by a non-face card's ranged weapon attack, they must succeed on a Constitution saving throw with DC equal to your spellcasting save DC or suffer an additional effect. The additional effect of the thrown card depends on what suit of card is thrown:

Heart - The target is charmed until the end of their next turn
Spade - The target takes additional damage equal to a roll of the card's damage die
Club - The target is poisoned until the end of their next turn
Diamond - The target is slowed by half of their walking speed until the end of their next turn

Ace up the Sleeve[edit]

Your continued use of the Fate Deck has allowed you to manipulate it somewhat. Beginning at level 6, once per long rest, when drawing a card, instead of drawing from your deck normally, you may instead conjure a free Ace Card and cast its effect immediately. This Ace Card is imbued with the same spell as your current Ace in your Fate Deck, but is not actually part of your standard Fate Deck and does not affect it in any way. This spell is cast at 1 level higher than your current spell slot level. Beginning at level 11, this feature may be used twice per long rest. Beginning at level 18 this feature may be used three times per long rest

Stacking the Cards[edit]

Beginning at level 11 whenever you draw a card as part of another ability, you may choose to draw two instead and choose one of them that you wish to use. At level 18 you may draw up to three cards instead. All unused cards are discarded.

Fate Coin Gambling Focus[edit]

Users of the fate coin do not like complicated games. They prefer to let their fate be decided by simple coin tosses. Your power to manipulate fate is now able to take the form of a simple two-sided coin.

All Bets are Off[edit]

Beginning at level 1, when a creature within 50 feet of you is struck by a weapon attack, you may use your reaction to flip your Fate Coin. On a heads, the struck creature gains resistance to all non-magical weapon damage they take until their next turn. On a tails, the struck creature gains vulnerability to all non-magical weapon damage they take until the start of their next turn.

Going All In[edit]

Beginning at level 3, when making a weapon attack, you may use a bonus action to flip your Fate 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 current All In modifier. On a tails, the creature takes full possible damage + your current All-In modifier

All-In Modifier

1d4 at level 3, 1d6 at level 6, 1d8 at level 11, and 1d10 at level 18.

Up the Ante[edit]

Beginning at level 6, you may choose to double the effect of the next Fate Coin flip you make no matter the outcome. You may use this feature once per long rest. At level 11, this increases to twice per long rest, and at level 18 it increases to three times per long rest.

Put Your Money Where Your Mouth Is[edit]

By putting your fate into the hands of a game of 50/50 chance and surviving, you have begun to feel extremely lucky. Beginning at level 11, whenever you are to flip your Fate Coin, you may instead flip it twice and choose which of the outcomes happens. At level 18, this increases to three flips. Additionally, all skill checks you make have advantage and all skill checks against you have disadvantage. This does not include flipping the Fate Coin or attack rolls.

Fate Gambler Spell List[edit]

All Wizard and Warlock Spells

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Fate Gambler class, you must meet these prerequisites: 13 Charisma

Proficiencies. When you multiclass into the class, you gain the following proficiencies: Deception and Insight

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