Gambler Class

by joelrgraves77

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Gambler Class

You play with your own fate as much as your foes in the hopes of swinging the fight to your advantage. You've learned how to put your own Charismatic magic through the games you play and the bets you make. Most Gamblers are frontline fighters with a powerful casting arsenal to support their friends and hurt their foes.

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 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per gambler level after 1st.

Proficiencies


  • Armor: light armor
  • Weapons: simple weapons, hand crossbow
  • Tools: two gaming sets

  • Saving Throws: Charisma and Constitution
  • Skills: Choose any two from the following skills Acrobatics, Sleight of Hand, Stealth, Investigation, Insight, Perception, Deception, Intimidation, or Persuasion

Equipment

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

  • (a) a hand crossbow and 20 bolts or (b) any simple weapon
  • (a) two daggers or (b) any simple weapon
  • (a) a deck of cards or (b) any other gaming set
  • Leather armor and an entertainer's pack

Dealbreaker

Your magic allows you make a number of unbreakable deals or bets. A number of times equal to your Charisma modifier, you can make an unbreakable gamble or deal with anything that has an Intelligence of 5 or higher, can understand you, can hear you, and is willing to agree to the deal. You cannot gamble or trade with items neither party owns nor can bet or deal with lives.

Spellcasting

You have learned to manipulate and reshape the world around you with magic as you have learned to play a game. Your spells are part of a number of strategies and magic that you can use to gain the upperhand, although not without risk. See Spells Rules for the general rules of spellcasting and the Spells Listing for the gambler spell list.

Cantrips

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

Spell Slots

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

For example, if you know the 1st-level spell alarm and have a 1st-level and a 2nd-level spell slot available, you can cast alarm using either slot.

Spell Slots Known of 1st Level and Higher

You know four 1st-level spells of your choice from the gambler spell list.

The Spells Known column of the Gambler table shows when you learn more gambler spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the gambler spells you know and replace it with another spell from the 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 gambler spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. 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

Ritual Casting

You can cast any gambler spell you know as a ritual if that spell has the ritual tag.

Spellcasting Focus

You can use a gaming set (see the Tools section) as a spellcasting focus for your gambler spells.

Class Name
Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Dealbreaker, Spellcasting 2 4 2
2nd +2 Preferred Game, Gambler's Debt 2 5 3
3rd +2 Choice Fate 2 6 4 2
4th +2 Ability Score Improvement 3 7 4 3
5th +3 3 8 4 3 2
6th +3 Game Feature 3 9 4 3 3
7th +3 3 10 4 3 3 1
8th +3 Ability Score Improvement 3 11 4 3 3 2
9th +4 3 12 4 3 3 3 1
10th +4 Poker Face, Choice Fate 4 13 4 3 3 3 2
11th +4 4 14 4 3 3 3 2 1
12th +4 Ability Score Improvement 4 15 4 3 3 3 2 1
13th +5 4 16 4 3 3 3 2 1 1
14th +5 Game Feature, Choice Fate 4 17 4 3 3 3 2 1 1
15th +5 4 18 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 4 19 4 3 3 3 2 1 1 1
17th +6 4 20 4 3 3 3 2 1 1 1 1
18th +6 Game Feature 4 21 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 4 22 4 3 3 3 3 2 1 1 1
20th +6 Paying off the Debt 4 22 4 3 3 3 3 2 1 1 1

Gambler's Debt

Starting at 2nd level, whenever you take 10 hit points of damage or more, you can use your reaction to negate half the damage and regain a spell slot. You can do this a number of times equal to ½ your proficiency modifier + your Charisma modifier. You regain uses after a long rest. Consult the table below to see what level spell slot you gain or regain for each amount of hit points. You cannot regain spell slots above 5th level. You cannot regain more than 1 spell slot on each attack. You cannot effect more damage than needed to regain the spell slot in question. You cannot gain more spell slots than you have when you finish a long rest, meaning you cannot use this feature if you have all your spell slots. The damage shown in the table is the damage the attack does to you before negation.

Damage Dealt Spell Slot Level
8 1st level
16 2nd level
24 3rd level
32 4th level
40 5th level

Preferred Game

Starting at 2nd level, you choose a preferred game and gain the magical benefits of that game’s most skilled players. Cards, dice, and coins are detailed below.

Choice Fates

Starting at 3rd level, you get to choose and gain the benefits of 2 Improved Fates, detailed at the end of the class. You gain 2 more at 10th level and 2 more at 14th level.

Ability Score Improvement

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. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Poker Face

Starting at 10th level, your thoughts can't be read and you have resistance to psychic damage. If you take psychic damage the assailant takes the same amount. You have advantage on saving throws against being frightened and charmed.

Snake Eyes

Starting at 17th level, rolling an 18 or 19 on the d20 is considered a critical hit, but rolling a 2 is considered a critical failure. Rolling below a 4 on the d20, even if you hit, provokes an attack of opportunity from all enemies adjacent to you or from the closest enemy if no enemy is adjacent. Additionally, if you roll below your proficiency modifier on the d20 of a deception or persuasion check, once after a short or long rest, you can reroll it. You must use the second roll.

Paying Off the Debt

Starting at 20th level, you can use Gambler’s Debt an unlimited amount as long as you do not have all your spell slots of times and you cancel all damage when you do so.

Preferred Game

Once you reach 3rd level, your abilities in your game of choice improve to the point you gain specialized abilities. The three most common gambling games, Card Games, Coin Games, and Dice Games, are detailed below.

Game of Cards

Your favored game is the game of cards; a game of bluffing and holding your strategy tight to your chest, but also one of randomness.

Luck of the Draw

Starting at 2nd level when you gain this subclass, you attune your deck of cards to your own magical energy. As a bonus action, you can draw from the deck. The suite and number or face determine the effect of the card. You can do this a number of times equal to your proficiency bonus + charisma modifier. You regain uses after a long or short rest. Once a card is pulled from the deck, it is not re-inserted until after you regain all uses.

  • If you draw a Joker, you choose the suite then roll a d6. On a 1-2, you gain the effects of the lowest cards. If you roll a 3-4, you gain the middle effects. If you roll a 5, you gain the effects of a Jack or Queen. If you roll a 6, you gain the effects of an Ace or a King. If the result uses the number on the card, use the highest possible.
  • If you draw a heart and the number is 2-6, you gain temporary hit points equal to your Charisma modifier + the number on the card. If the number is 7-10, you gain 2d6 + charisma modifier temporary hit points. If you pull a face card or Ace, you gain 2d6 + charisma modifier hit points.
  • If you draw a club and the number is 2-6, you add the card to the damage of the attack or spell you make. If the number is 7-10, you add half the number and your Charisma modifier to the damage . If you pull a Jack or Queen, you add half damage of the original attack or 10, whichever is higher. If you pull a King or Ace, the damage is treated as a critical hit or 12, whichever is higher.
  • If you draw a diamond and the number is 2-5, you add the number on the card to your armor class until the end of your next turn. If the number is 6-10, you add 6 to your armor class until the end of your next turn and anyone attacking you until the end of your next turn has disadvantage. If you pull a face card or Ace, you can reflect the next attack to successfully hit you back on the attacker and cause the attacker to take twice the damage of the attack while you take no damage.
  • If you draw a spade and the number is 2-6, you can choose an ability saving throw. For the next minute, you can add the number on the card to any saving throw of that ability you make. If the number is 9-10, you have advantage and add your proficiency bonus for the next minute. If you pull a face card or Ace, you make the chosen saving throw with advantage, take no damage on a success, and take half damage on a failure.
"I Don't Have Cards"

Although the subclass is designed to be played with a deck of cards, it can be done without. Roll 1d4 to determine the suite. Have 1 be hearts, 2 be clubs, 3 be diamonds, and 4 be spades. Then, roll a d6 as described in the results of drawing a Joker. Instead of using the highest possible result if the suite uses the card's number, roll again (usually a d4 or a d6) to determine which result you get off the potential results of each card in a whichever suite's tier the first d6 gave you. You can also find random card generators online if you that available. The other two subclasses of Gambler do not use cards and may also be easier to play.

Quick Draw

Starting at 6th level, you can expend a use of Luck of the Draw, as a reaction you can draw a card and remove it from your deck. If you draw a spade, make a dexterity saving throw against 10 + the bonus added to the attack roll. On a success, you take half damage. If you draw a club, your enemy’s attack provokes an attack of opportunity against the attacker. If you draw a diamond, your armor class raises by 2 until the end of your next turn. Use the new armor class for the attack that triggered Quick Draw. If you draw a heart, you gain temporary hit points equal to your charisma modifier. If you draw a Joker, choose the effect.

Starting at 18th level, you do not use an effect of Luck of the Draw when you use Quick Draw, however, the card still does not return to your deck. Also at 18th level, you can use a bonus action to use Quick Draw to change the damage type of a spell. If you draw a heart, the damage type is necrotic. If you draw a diamond, the damage type is psychic. If you draw a club, the damage type is force. If you draw a spade, the damage type is thunder. If you draw a Joker, you can choose the damage type from the four on the cards.

Read Other Players

Starting at 14th level, you can make a contested Wisdom (Insight) check against a target’s Charisma (Deception) check as a bonus action to predict what your target will do on their next turn. If you succeed the contested roll and make an attack against the target before the end of your next turn, you have advantage on the attack roll. If you force an effect on the target that uses a saving throw and you succeed the contested roll, the target has disadvantage on the saving throw.

Additionally at 14th level, if you are not proficient with Insight, you gain proficiency with Insight.

Game of Dice

Your favored game is all about luck, unless you load the dice. You focus on pinning your enemies where it hurts the most, but risk losing everything you gain with those same risks.

Six Sided Gamble

Starting at 2nd level when you gain this subclass, you attune your set of dice to your own magical energy. As a bonus action or action you can roll predesignated 3d6 to assist with a spell. For the purposes of explaining Six Sided Gamble, each d6 will be given a color, one red, one blue, and one yellow. You can do this a number of times equal to your proficiency bonus + charisma modifier. You regain uses after a long or short rest. Consult the table below for a simplified list of each result.

Result Red d6 Blue d6 Yellow d6
1 Change damage type to psychic Target all creatures within 15 feet of caster Caster gains an additional action
2 Add an additional 1d4 per two Gambler levels Target 1d4 additional creatures of caster’s choice Caster gains an additional bonus action
3 Add ½ damage die result Cast Sleep Caster knocked prone
4 Give d8 temporary hp to caster Cast Earth Tremors. Suffer spells effects. Caster has advantage on next attack
5 Give d8 temporary hp to target Target 1d4 additional creatures of target’s choice Target has disadvantage on next attack
6 Damage die treated as if a Critical Hit Reroll 1 die of caster’s choice Reroll all dice

The red d6 changes how your damage is dealt, as described below.

  • On a 1, your spell’s damage type is changed to psychic.
  • On a 2, you add an additional 1d4 per two Gambler level of the same damage type as the spell you use Six Sided Gamble on.
  • On a 3, you add ½ the damage rolled on the damage.
  • On a 4, you gain 1d8 temporary hp.
  • On a 5, the target gains 1d8 temporary hp.
  • On a 6, the damage dice are treated as if they were a critical hit, meaning all damage dice are rolled twice or doubled.

The blue d6 alters or adds effects to the spell, as described below.

  • On a 1, your spell targets all other creatures within 15 feet of you, including you. Any creature now targeted must make any saving throws or compare your attack roll against their Armor Class, regardless of the spell’s normally written number of targets, area of effect, or other rules.
  • On a 2, your spell targets 1d4 additional creatures of your choice.
  • On a 3, you cast Sleep. You must target the most possible number of creatures, even if that means targeting some of your allies. However, you do not need to consider targeting your allies unless either all enemies are under the effects of the spell or no enemies can be affected by the spell.
  • On a 4, you cast Earth Tremors. You are subject to its effects as if another entity casted the spell in the same space as you.
  • On a 5, you target an additional 1d4 creatures of the original target’s choice. If the spell has multiple targets or is an area of effect spell, the target with the most remaining hit points chooses the targets. If multiple creatures have the same number of remaining hit points, they make a contested Charisma (Persuasion) check.
  • On a 6, you reroll 1 die of your 3 dice from Six Sided Gamble of your choice.

The yellow d6 changes your action economy or otherwise alters your situation, as described below.

  • On a 1, you gain an additional action this turn.
  • On a 2, you gain an additional bonus action this turn.
  • On a 3, you are knocked prone.
  • On a 4, you have advantage on the next attack roll, saving throw, or ability check you make.
  • On a 5, the target has disadvantage on the next attack roll, saving throw, or ability check it makes.
  • On a 6, you reroll all Six Sided Gamble dice and all damage dice from the original spell. This does not consume a new use of Six Sided Gamble.

Gambler's Decision

Starting at 6th level, as a reaction or bonus action, you can consume 1 use of Six Sided Gamble and roll your 3d6. If red and blue are both odd, you add yellow to your next attack roll, saving throw, or ability check. If red and blue are both even, you subtract yellow from your next attack roll, saving throw, or ability check. If blue and yellow are both odd, treat red as if it is a damage die for your next attack or spell. If blue and yellow are both even, subtract red from the damage die of your next attack. If red and yellow are both odd, you gain a number of hit points equal to blue. If red and yellow are both even, you lose a number of hit points equal to blue.

When you reach 18th level, you do not consume any uses of Six Sided Gamble when using this feature. You can also roll an additional, green, d6 whenever you use Six Sided Gamble or Another Bet and use the result of the green d6 instead of one of the other d6s.

Streetside Bet

Starting at 14th level, when you make an attack of opportunity as a reaction you can add 1d6 to your attack (not damage). If you miss, you must subtract the number you rolled from your next attack. When someone makes an attack of opportunity against you, you can force them to roll 1d6 and subtract it from their d20 result. If they hit, you must subtract the result from your next attack (not damage). This feature’s forced rolls reset after a short or long rest.

Game of Coins

You play what is supposed to be a game of chance, guesses, and luck. But when you cheat, it never really is.

Lucky Sevens

Starting at 2nd level, when you take damage from a ranged attack or area of effect and are not engaged in melee with anyone, you can absorb hit points for Gambler’s Debt at a different rate, as shown in the following table. You must meet all other requirements and restrictions for Gambler’s Debt.

Damage Dealt Spell Slot Level
7 1st level
14 2nd level
21 3rd level
28 4th level
35 5th level

Coin Flips

Also starting at 2nd level, you use your knowledge of how to cheat luck to enhance your gambles in combat. As a bonus action, you call the outcome of a coin flip. If you call it correctly, you gain the benefits. If you do not call it correctly, you suffer a penalty. Before flipping the coin, roll a d4 to determine the coinage you’re flipping. This determines the potential outcomes.

On a 1 on the d4, the coin is copper. On a 2, the coin is silver. On a 3, the coin is gold. On a 4, the coin is platinum. If you flip a gold or platinum coin, you must select a target before doing so. You can do this a number of times equal to your proficiency bonus + charisma modifier. You can expend a 1st level spell slot to use Coin Flip and roll a d10, where 1-6 are whatever you called and 4-10 are the other side. You can use a 3rd level spell slot to choose which coin you flip. The table below offers a simplified list of each coin’s effect.

  • If you flip a copper coin, you gain a +1 to your next roll if you call the flip and suffer a -1 if you do not.
  • If you flip a silver coin, you have advantage on your next attack roll, ability check, or saving throw if you called the flip and you have disadvantage on your next attack roll, ability check, or saving throw if you did not call the flip.
  • If you flip a gold coin, you force a target to make their next attack roll, ability check, or saving throw with disadvantage if you called the flip and allow them to make their next attack roll, ability check, or saving throw if you did not call the flip.
  • If you flip a platinum coin, you force a target to fail their next attack roll, ability check, or saving throw as if they had rolled a 3 on the d20 if you called the check and you force a target to succeed their next attack roll, ability check, or saving throw as if they had rolled an 18 on the d20. If a 3 succeeds, then that target succeeds anyways and the reverse is true of the 18 and failure.

From Behind the Ear

Starting at 6th level, you can expend a use of Coin Flip when you use your reaction on an attack of opportunity. You call the flip and if you call it correctly, have advantage on the attack. If you do not call it correctly, you lose your reaction. Additionally at 6th level, you can cast spells with a single target or make ranged attacks as an attack of opportunity whenever an ally within 30 feet of you that you can see also gets an attack of opportunity.

Starting at 18th level, From Behind the Ear does not expend a use of Coin Flip. You also gain an additional Improved Fate.

Cup with the Coin

Starting at 14th level, you do not need to expend a spell slot to use the d10 in place of the coin for Coin Flip. Your called flip also becomes 1-7 and the uncalled flip becomes 8-10 on the d10. You can also choose which coin you flip using a 1st level spell slot.

Improved Fates

At 3rd level, you can choose two Improved Fates that you meet the prerequisites for. Improved Fates are detailed below. They provided a number of benefits from at will spells, benefits to features, and more proficiencies.

Campfire Gambling

You gain proficiency with Medicine, Survival, and Nature.

Carry Winnings

You can cast Tenser’s Floating Disk at will without expending a spell slot.

Change on the Fly

You gain proficiency with Wisdom saving throws. You can only take one of the following Improved Fates: Change on the Fly, Dodge Debtor, Strong Arm the Dealer, and Tactical Bet.

Change Players

You can cast Disguise Self at will without expending a spell slot.

Close Up Magic

You learn the cantrips Prestidigitation and Thaumaturgy, if you do not already know them. When casting either cantrip, you can use up to 3 effects from the cantrips list of effects.

Collecting Debts

You can choose to gamble on the success of a spell that uses a saving throw. When you choose to use this feature, roll a d4. On 1-2, anyone making the saving throw has advantage. On 3-4, anyone making the saving throw has disadvantage.

Dodge Debtors

You gain proficiency with Dexterity saving throws. You can only take one of the following Improved Fates: Change on the Fly, Dodge Debtor, Strong Arm the Dealer, and Tactical Bet.

Escaping Debt

You gain proficiency with Athletics and Acrobatics.

False Shuffle

Prerequisite: Game of Cards, 10th level. When you use Luck of the Draw, you can use a 1st level spell slot to draw a 2nd card. You use whichever card you want and return the other card to the deck.

Gambler's Code

You know a secret code that you can teach to others. Someone can make an Intelligence (Investigation) check. The DC for someone to learn the code is your spell save DC + 2. You also learn three new languages.

Gambler's Dream

You can cast Silent Image at will without expending a spell slot.

Game Face

You gain proficiency in two Charisma based skills.

Hidden Assistant

You can cast Unseen Servant at will without expending a spell slot.

History of Betting

You gain proficiency with Arcana, History, and Religion.

Knives at the Table

Gain proficiency in one ranged or finesse weapon of your choice. You can add your spell attack bonus to any weapon with finesse or ranged instead of your normal bonus.

Learn the Game

You can cast Identify without expending a spell slot.

Lucky 7; Unlucky 13

When you roll a 7 on a damage die, that damage die’s roll is considered an 8. If the attack roll or saving throw that resulted with a damage die of a 7, this improved fate is negated.

Off the Rocks

Prerequisite: You know Frostbite. As a bonus action, you can change the damage die the next time you cast Frostbite and increase its damage die to a d10. When you change the damage type, roll a d12. On a 1, the attack is still cold damage. On a 2, the damage type changes to magical bludgeoning. On a 3, force. On a 4, thunder. On a 5, acid. On a 6, fire. On a 7, lightning. On an 8, necrotic. On a 9, magical piercing. On a 10, psychic. On an 11, magical slashing. On a 12, you choose from the possible outcomes. If you use Off the Rocks on your next turn, you can keep the damage type from the previous turn or roll again.

On the Rocks

As a bonus action, you can cause all your melee weapon attacks, ranged weapon attacks, your Shocking Grasp cantrip, and your Magic Stone cantrip to deal the cold damage type instead of their normal damage type for the next minute. You can end On the Rocks early as a bonus action.

Read Players

After observing a speaker of a language for an hour, you can loosely communicate with individuals who speak that language while in the area where the language is spoken.

Royal Flush

You treat a 19 on your d20 as if it was a 20 and a 20 on your d20 as if it was a 21. This feature does not work for critical hits and Snake Eyes uses the roll on your d20 before this feature goes into effect.

Spellblade

Prerequisite: Game of Dice. You can use Six Sided Dice on melee or ranged weapon attacks. You gain proficiency with the light crossbow and longsword.

Spot Cheaters

You can cast Detect Magic without expending a spell slot.

Strategic Gambler

You gain proficiency with Heavy Armor and your Strength increases by 1.

Strong Arm the Dealer

You gain proficiency with Strength saving throws. You can only take one of the following Improved Fates: Change on the Fly, Dodge Debtor, Strong Arm the Dealer, and Tactical Bet.

Tactical Bet

You gain proficiency with Intelligence saving throws. You can only take one of the following Improved Fates: Change on the Fly, Dodge Debtor, Strong Arm the Dealer, and Tactical Bet.

Unfair Loser

When you make a ranged or melee attack, roll an additional d8. If the d8 is even, add your proficiency bonus to your damage. If the d8 is odd, subtract your proficiency bonus from the damage.

Untrusting Player

You can cast the Alarm spell at will without expending a spell slot. You cannot have multiple Alarms active at once.

Wrong Way to Play

You gain proficiency with Stealth and Sleight of Hand.

Gambler Spell List

Cantrips (0 Level)
  • Dancing Lights
  • Encode Thoughts
  • Frostbite
  • Friends
  • Light
  • Magic Stone
  • Mage Hand
  • Message
  • Minor Illusion
  • Prestidigitation
  • Resistance
  • Shocking Grasp
1st Level
  • Absorb Elements
  • Alarm
  • Bane
  • Cause Fear
  • Chaos Bolt
  • Charm Person
  • Command
  • Compelled Duel
  • Cure Wounds
  • Detect Magic
  • Disguise Self
  • Faerie Fire
  • False Life
  • Force Fold
  • (Tenser's) Floating Disk
  • Gift of Alacrity
  • Grease
  • Hideous Laughter
  • Identify
  • Illusory Script
  • Mage Armor
  • Shield
  • Shill
2nd Level
  • (Melf's) Acid Arrow
  • Augury
  • Blindness/Deafness
  • Bluff
  • Blur
  • Calm Emotions
  • Crown of Madness
  • Darkness
  • Detect Thoughts
  • Enhance Ability
  • Enlarge/Reduce
  • Fortune's Favor
  • Heat Metal
  • Hold Person
  • Immovable Object
  • Invisibility
  • Knock
  • Levitate
  • Locate Object
  • Magic Mouth
  • Mirror Image
  • Ruse
  • See Invisibility
  • Silence
  • Zone of Truth
3rd Level
  • Bestow Curse
  • Blink
  • Catnap
  • Clairvoyance
  • Counterspell
  • Daylight
  • Dispel Magic
  • Enemies Abound
  • Fear
  • Fly
  • Glyph of Warding
  • Haste
  • Hypnotic Pattern
  • Incite Greed
  • Loading the Dice
  • Major Image
  • Nondetection
  • Sending
  • Slow
  • Tongues
  • Wild Card
4th Level
  • Banishment
  • Compulsion
  • Confusion
  • Dimension Door
  • Fabricate
  • Fire Shield
  • Freedom of Movement
  • Greater Invisibility
  • Let's Make a Deal
  • Locate Creature
  • Polymorph
  • Teleportation Circle
5th Level
  • Animate Object
  • Awaken
  • Bigby's Hand
  • Contact Other Plane
  • Creation
  • Cut, Shuffle, Stack
  • Dawn
  • Dream
  • Far Steo
  • Geas
  • Legend Lore
  • Mislead
  • Modify Memory
  • Seeming
  • Scrying
  • Telekinesis
  • Passwall
6th Level
  • Bones of the Earth
  • Contingency
  • Mass Suggestion
  • Otto's Irrestible Dance
  • Programmed Illusion
  • Scatter
  • True Seeing
7th Level
  • Etherealness
  • Forecage
  • Mirage Arcane
  • Plane Shift
  • Project Image
  • Reverse Gravity
  • Sequester
  • Teleport
  • Tether Essence
  • Whirlwind
8th Level
  • Antipathy/Sympathy
  • Feeblemind
  • Mind Blank
  • Reality Break
  • Control Weather
9th Level
  • Time Stop
  • Weird
  • Mass Polymorph
  • True Polymorph
  • Wish

Gambler Signature Spells

Gamblers have a number of signature spells that only they can learn. In the spell list on the previous page, such spells are listed in italics. They are described in detail below.

Bluff

2nd level abjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a loaded die made of gold worth at least 2 gp, which is consumed by the spell)
  • Duration: Concentration, 1 minute

You enhance your presence in combat. For the spell’s duration, you can add your Charisma modifier to your armor class.

Cut, Shuffle, Stack

5th level conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M
  • Duration: Instantaneous

Choose an ally who knows at least one 1st level spell as a target for this spell. You and your ally each choose one 1st level spell from your spell list. If you or your ally chooses a spell from a class list that prepares spells, you or your ally must have it prepared. You and your ally switch places by teleporting. You and your ally can each add 1d8 to your next damage roll for an attack or spell. You and your ally each add the spell the other person selected to their list of spells known and prepared until the end of your next long rest.

Force Fold

1st level evocation


  • Casting Time: 1 action
  • Range: 15 feet
  • Components: V, S, M (fresh nectar)
  • Duration: Instantaneous, 1 minute

You force a target to briefly fold from the fight. The target makes a Wisdom saving throw. On a failure, they disengage from everyone they are in melee with, are pushed 10 feet, and have disadvantage on the first attack made against you or your allies after you cast this spell. If they do not attack by the end of the spell’s duration, they do not have disadvantage. If the target is immune to being frightened, they automatically succeed the saving throw.

Let's Make a Deal

4th level transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (whichever card you draw from your deck)
  • Duration: Concentration, 1 minute

You draw a card from your deck and a few of your enemies become charmed by your gaming showmanship. Draw a card from your deck or roll a 1d4 and 1d12. If you roll 1d4, a 1 is considered a heart, a 2 is considered a club, a 3 is considered a diamond, and a 4 is considered a spade. The number on your card, or on the d6, determines the number of enemies you can target. Aces are considered 1. If you pull a card or get a number on the d12 above 6, subtract 6 from the card’s number. A Jack is considered 5, a Queen is considered a 6 and a King is considered a 7. Each creature you target makes a Wisdom saving throw. On a failure, the target is frightened of you and takes 1d4 of a damage type determined by the card’s suite. For hearts, the damage type is fire. For diamonds, the damage type is psychic. For clubs, the damage type is thunder and for spades, the damage type is poison. If you are not within line of sight, the targets who failed still have disadvantage on attack rolls and ability checks against your allies. The targets can repeat the Wisdom saving throw at the end of each of their turns without using any actions until they succeed or the spell ends.

At higher levels. When casting this spell using a spell slot at 5th level or higher, you can draw a second card (or roll a second set of dice) and use whichever set of results you like. You can also target an additional creature for each spell slot 5th level or above.

Loading the Dice

3rd level enchantment


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a wooded six sided dice)
  • Duration: 10 minutes

You cheat the fates. Choose 4 targets. Those targets have advantage or disadvantage, your choice, on the next saving throw, ability check, or attack roll they each make. If they do not use the advantage by the end of the duration, it is lost.

At higher levels. When you cast this spell with a 4th level spell slot or higher, you can target 1 additional person per spell slot 4th level or higher.

Ruse

2nd level enchantment


  • Casting Time: 1 action
  • Range: Touch
  • Components: S, M
  • Duration: Concentration, 1 hour

Using your magic, you touch a target and cheat your foe into thinking your target’s skills are better than they are. For the duration, the target of the spell gains a +10 bonus to Charisma (Deception) and Charisma (Persuasion) checks.

At higher levels. When you cast this spell at 4th level or higher, you can add an additional target within 30 feet of you for each level 4th level and higher.

Shill

1st level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a pinch of dust)
  • Duration: Concentration, 10 minutes

You utter a compliment and blow a bit of dust. Choose a target. The target makes a wisdom saving throw and on a failure is charmed by you. If you or companions attack it, it makes the saving throw with advantage and if you start attacking it while charmed, the spell ends. While charmed, the target will take the help action to assist you with any actions you try to complete as long as doing so does not put it in harm's way. At the end of the duration, the target knows you charmed it, but makes a Wisdom (Insight) check against your spell save DC and is not upset on a failed check

At higher levels. When you cast this spell with a 3rd level slot or higher, you can add 1 target for each level above 2nd.

Wild Card

3rd level conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M
  • Duration: Instantaneous

You can teleport yourself and an ally. When you do so, you swap locations with each other and your ally gains 1d6 hit points.

At higher levels. When you cast this spell at 4th level or higher, you add an additional d6 hit points to your ally.

 

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