Ludomancer (5e Class)

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A ludomancer is a warrior-wizard that draws their power from games. With a sword in one hand, and a card, die or chess piece in the other, a ludomancer's luck and skill at gaming is reflected in their martial prowess and spellcasting ability. Some ludomancers can be found serving as a strategist in a general's retinue. Others, drawn to the thrill of gambling, can be found carousing at high-stakes tables.

Ludomancers gain their spellcasting abilities through study of arcane books, and practice and contemplation of various games. Although their method of learning is similar to that of wizards, ludomancers disfavour flashy evocation spells. Instead they focus on utility magic that enhances their combat expertise, and that provides them insight and knowledge.

Creating a Ludomancer[edit]

Quick Build

You can make a ludomancer quickly by following these suggestions.

To make a ludomancer who pursues a career as a war strategist: First, Intelligence should be your highest ability score, followed by Strength. Second, choose the scholar background. Third, choose the following proficiencies: dragonchess, arcana, history and investigation. Fourth, take the following equipment: longsword, hide armor, diplomat's pack, dagger and dragonchess set. Finally, choose the dragonchess game mastery at 1st level.

To make a ludomancer who is a gambler and carouser: First, Intelligence should be your highest ability score, followed by Dexterity. Second, choose the criminal background. Third, choose the following proficiencies: playing cards, deception, persuasion and sleight of hand. Fourth, take the following equipment: rapier, leather armor, scholar's pack, dagger and playing card set. Finally, choose the playing card mastery at 1st level.

Class Features

As a Ludomancer you gain the following class features.

Hit Points

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


Armor: light, medium
Weapons: simple, martial
Tools: one type of gaming set
Saving Throws: Intelligence, Dexterity
Skills: Choose three from Arcana, Deception, History, Insight, Investigation, Perception, Persuasion or Sleight of Hand


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

Table: The Ludomancer

Level Proficiency
Cantrips Known Spells Known Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th
1st +2 3 2 Game Expertise, Game Mastery, Spellcasting 2
2nd +2 3 3 A Game of You 3
3rd +2 3 4 4 2
4th +2 4 5 Ability Score Improvement 4 3
5th +3 4 5 Extra Attack 4 3
6th +3 4 6 4 3 2
7th +3 4 7 Game Mastery feature 4 3 3
8th +3 4 7 Ability Score Improvement 4 3 3
9th +4 4 8 4 3 3 1
10th +4 5 9 4 3 3 2
11th +4 5 9 4 3 3 2
12th +4 5 10 Ability Score Improvement 4 3 3 3 1
13th +5 5 11 Game Mastery feature 4 3 3 3 2
14th +5 5 11 4 3 3 3 2
15th +5 5 12 4 3 3 3 2 1
16th +5 5 12 Ability Score Improvement 4 3 3 3 2 1
17th +6 5 12 Game Mastery feature 4 3 3 3 2 1
18th +6 5 13 4 3 3 3 2 1 1
19th +6 5 13 Ability Score Improvement 4 3 3 3 2 1 1
20th +6 5 13 4 3 3 3 2 1 1

Game Expertise[edit]

When you make an ability check to play a game with a gaming set you are proficient with, you add twice your proficiency bonus (instead of your normal proficiency bonus).



At 1st level, you know three cantrips of your choice from the Ludomancer Spell List. You learn additional ludomancer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Ludomancer table.

Spell Slots

The Ludomancer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these ludomancer 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.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the Ludomancer Spell List.

The Spells Known column of the Ludomancer table shows when you learn more ludomancer spells of your choice. Each of these spells must be of a level for which you have spell slots.

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

Spellcasting Ability

Intelligence is your spellcasting ability for your ludomancer spells, since the power of your magic relies on your understanding of strategy and probability. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a ludomancer spell you cast and when making an attack roll with one.

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

Spell attack modifier = your proficiency bonus + your intmodifier

Spellcasting Focus

You can use a gaming set as a spellcasting focus for your ludomancer spells. You only need to hold one piece of the game set (for example, one card of a playing card set) but must be carrying the remainder of the set.

Game Mastery[edit]

Choose one type of gaming set that you have proficiency with. You draw your power from your mastery of this game. Your choice grants you features when you choose it at 1st level and again at 7th, 14th, and 17th level.

A Game of You[edit]

At second level, when a creature within 5 feet of you would have advantage on an attack roll or ability check, you can use your reaction to make one of the following maneuvers:

  • The advantage is negated
  • You exchange positions with the creature

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

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.

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Game Masteries[edit]

Dice Set[edit]

There are hundreds of variations of the dice-throwing game, but all are games of chance. You have an intimate knowledge of probability and luck which you incorporate into your methods of fighting and spellcasting. Dice are usually made from bone, wood, iron, jade or amber.

Crown Dice

At the end of a short or long rest, you can roll the dice in your dice set to try and improve your luck. Roll two six-sided dice. If the total is 7, you gain no benefit. It the total is 2 or 12, you gain that many temporary hit points until the start of your next short or long rest.

Otherwise, note the two results as "crown numbers". Subsequently, after you make an attack roll, saving throw or ability check, you can expend one of the crown numbers, adding it to the d20 roll. Unused crown numbers are lost when you start a short or long rest.

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Dragonchess Set[edit]

A dragonchess set comprises of a three-tiered chequer-board and sets of figures representing different races and monsters. Two players take turns to move their own figures to capture the opponent's figures. There is no luck involved: a master of dragonchess is a master of strategy and forward-thinking,

Grand Strategist

You may add your proficiency bonus to Intelligence checks made to devise and execute strategies for armies, navies or other organized war formations. A successful strategy roll might allow one army to out-maneuver another, identify and disrupt enemy supply routes, disguise a large force as a small one and vice versa, or exploit a general's weaknesses.


When you use a dragonchess set as a spellcasting focus, you may hold a figurine from the set. Holding a figurine in this way allows you to cast a spell, once, without using a spell slot. The spell is cast at its lowest level. The spell depends on the piece, as follows:

When you finish a long rest, you regain the use of this feature, but must choose a different figurine.

Greater Dragonpiece[edit]

From 7th level, you can use the following figurines with your dragonpiece feature.

{{#Queen Me}}

At 13th level, you point to the weakest ally on the field. For 3 rounds, that ally deals D12 more damage each turn, advantage on Wisdom, Charisma, and Intelligence saving checks, and has a +2 to attack and initiate rolls. Once per long rest

Playing Card Set[edit]

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Three-Dragon Ante Set[edit]

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Ludomancer Spell List[edit]

You know all of the spells on the basic spell list and additional spells based on your subclass.

1st Level
2nd Level
3rd Level
4th Level
5th Level
6th Level
7th Level


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

Proficiencies. When you multiclass into the ludomancer class, you gain the following proficiencies: one type of gaming set, light armor, simple and martial weapons.

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