Maverick (5e Class)
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In the corner of a seedy public house, a thin wood elf sits, alone and covered in a dark cloak, shuffling a pack of playing cards in an impressive yet understated fashion.
A powerful laugh emanates from a large and jolly Dwarf, drinking his way through the evening in a popular casino. The more observant on-lookers notice a strange glint in his eye as he rolls yet another set of dice and continues the winning streak he has been carrying the whole night, but soon forget it as he orders another round for the entire gambling hall.
Jumped in an alley, a figure spins around and sends a single playing card sailing towards his would-be muggers, only for the thieves to fall to the ground unconscious.
Gamblers are a strange kind, some think of them as a variety of Wizard but in fact, the way they draw upon and utilise their power is entirely different. Gamblers realise that despite all the apparent order in the world around them, everything that happens is truly down to chance, and so they have devoted themselves to tilting the universe's odds in their favour.
Controllers of Fate
The power of a Gambler manifests in the form of a games set like a deck of playing cards or dice set; this is not just for style but is also the source of their power. These magical sets are known as Fate Weavers. Some Gamblers stumble upon these sets by chance and then decide to utilise the magic but most of them either make an offering to a deity like Mystra, Beshaba or Tymora in exchange in exchange for a set, however, unlike with a Warlock this does not create a permanent bond between the god and Gambler. Finally, some of the most knowledgeable and powerful Artificers may be able to craft a Fate Weaver.
Creating a Maverick
- 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. Third, choose a dagger, light crossbow and explorer's pack for your equipment.
As a Maverick you gain the following class features.
- Hit Points
Weapons: Simple weapons
Tools: Dice set, playing card set
Saving Throws: Dexterity, Charisma
Skills: Choose two from Acrobatics, Deception, Insight, Intimidation, Perception, Performance, Persuasion, Sleight of Hand, Stealth
You start with the following equipment, in addition to the equipment granted by your background:
- a light crossbow and 10 bolts
- (a) 10 darts or (b) 5 daggers
- (a) an explorer's pack or (b) a burglar's pack
- a dice set, a playing card set, fine clothes, bag of 20 caltrops
- If you are using starting wealth, you have 4d4 × 10 gp in funds.
|1st||+2||Experienced Player, Gambling Speciality|
|4th||+2||Ability Score Improvement|
|8th||+3||Ability Score Improvement|
|12th||+4||Ability Score Improvement|
|16th||+5||Ability Score Improvement|
|19th||+6||Ability Score Improvement|
At 1st level, you can use your everyday objects of trade as deadly weapons.
- Throwing Cards
You can throw cards with deadly precision. The cards in a gaming set are considered simple ranged weapons, with the light and thrown (20/60) properties, causing 1d4 slashing damage on a hit.
- Coin Toss
You can cause severe pain using coins as weapons. Your coins are considered ranged weapons with the light, thrown (20/60) and finesse properties, causing 1 bludgeoning damage on a hit.
- Dice Roll
You can use your dice as a weapon. Your dice are considered ranged weapons with the light, thrown (20/60) properties.
At 1st level, your luck is represented by an amount of lucky points you have. You can spend these lucky points to give yourself advantage on an attack roll, ability check or saving throw.
Alternatively, you can spend 1 lucky point to take one additional bonus action on your turn, or to regain the use of your reaction. You can also spend your luck into lucky gambits. You start by knowing 2 gambits, but learn more as you gain levels in this class.
At 1st level, you can use your Charisma, instead of Strength or Dexterity for attacks and damage rolls with weapons you are proficient with.
In addition, when not wearing armor, your AC equals 10 + your Dexterity modifier + your Charisma modifier. You can use a shield and retain this benefit.
Know When to Run
A 2nd level, if you aren't wearing armor or shield, you can choose to double your movement speed until the end of your turn.
When you do so, you automatically fails any checks or saves to avoid being knocked prone until the start of your next turn.
At 2nd level, as a bonus action, you can trigger a state where your force of personality imposes itself upon the world and keeps you alive in the face of unlikely odds. You gain the following benefits:
- You have advantage on Charisma checks and saving throws.
- You add your Charisma modifier as a bonus to your AC and saving throws.
- You have advantage on all attack rolls and checks made with gaming sets and coins.
This ability lasts for 1 minute, ending earlier if you fall unconscious. You can choose to end the state as a bonus action. When the duration ends, you enter in a state of fatigue, that cause you to be unable to take actions, bonus actions or reactions until the end of your next turn.
You can use this feature a number of times equal to your proficiency bonus, and regain your uses of it after completing a long rest.
Double or Nothing
At 3rd level, when you hit a creature with a weapon attack, you can gamble with the result. Choose odds or evens before you roll for damage. If the total number on the damage dice matches you choice, you can double the damage dealt. On an incorrect result, your damage is halved (rounded down).
Beginning at 3rd level, you can attempt to feint as a bonus action. Make a Charisma (Deception) check or Dexterity (Sleight of Hand) check, contested by the target’s Wisdom (Insight) check. If your check succeeds, your movement doesn’t provoke opportunity attacks from the target and your attack rolls against it have advantage; both benefits last until the end of your next turn or until you use this ability on a different target. If your check fails, the target can’t be deceived by you in this way for 1 hour.
Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.
At 5th level, as a bonus action, choose one creature you can see. For the next minute, whenever you hit the target with an attack, you regain a number of hit points equal to your Charisma modifier (minimum of 1).
However, whenever you misses the target, you take necrotic damage equal to the same amount. You can use this feature a number of times equal to your Charisma modifier (minimum of once) and regain your uses of it after completing a long rest.
At 6th level, you gain proficiency in Insight and Deception. You add twice your proficiency bonus in those skills if you are already proficient.
In addition, you add twice your proficiency bonus with checks made with any gaming set.
At 6th level, while you have at least 1 lucky point, you gain a bonus equal to half your proficiency bonus (rounded down) to your attacks and damage rolls using cards, dice and coins, and to your unarmored AC.
In addition, your attacks with coins, cards and dice are considered magical, for the purposes of overcoming magical resistances.
Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
At 7th level, whenever you roll a 7 on the d20 on an attack roll, you score a critical hit.
At 9th level, when you hit a creature with a weapon attack, but does not score a critical hit, you can attempt to turn it into one. Roll the dice again as a reaction. If the new result also hits, that attack is a critical.
You can use this feature a number of times equal to your Charisma modifier (minimum of once) and regain your uses of it after completing a long rest.
Know When to Walk Away
By 9th level, a gambler has learned that sometimes the only way to break even is to not play. If you move only at half your movement speed, your movement doesn't provoke opportunity attacks.
At 10th level, the gambler is very hard to kill. When you are reduced to 0 hit points, you can choose to fall to 1 hit point instead using your reaction.
At 11th level, you can use your action to make one attack with your coins against each creature of your choice within 30 feet. Make an attack against each creature.
All or Nothing
At 13th level, while Lucky Streak is active, any damage you take is reduced by an amount equal to your Charisma modifier.
At 14th level, a gambler learns to use inaction to his advantage. When in combat and an opponent within 100 feet that you can see does nothing except move on his turn, you can check that opponent as a reaction. Until the end of your next turn, you have advantage on all attack rolls, ability checks and saving throws against that opponent.
At 15th level, this ability grants the gambler the ability to alter the likelihood of secondary effects interacting with him. While not wearing armor, you can benefit from your Evasion features for any saving throws you make, instead of only Dexterity.
At 15th level, a gambler learns how to twist the odds of fate more into his favor. You gain a bonus to your damage rolls with coins equal to your Charisma modifier.
In addition, when you cause damage with your coins, you can choose to maximize the damage, instead of rolling for it. After doing so, you must wait a short or a long rest before using this feature again.
At 17th level, you can exploit a creature's momentary distraction when it is hit by an attack. Whenever a creature within 5 feet of you is hit by an attack made by a creature other than you, you can use your reaction to make a melee attack against that creature.
At 18th level, whenever you fail a check, you add 1 point to your jackpot pool, that can have a maximum of points equal to your proficiency bonus.
Whenever you make an attack, check or save, you can spend all points on your jackpot and add to the result.
Even the Odds
At 20th level, when you finish a long rest, roll a number of d20s equal to your Charisma modifier. Record the numbers.
Whenever you or a creature you can see within 60 feet makes a check, you can replace the number rolled by one of the recorded numbers, expending them.
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: