Rouge: Fate Gambler

by AngelWinter

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Rouge: Fate Gambler FIND MORE OF MY SUBCLASSES HERE

Some rogues favor honing their skill and precision, others perfect a silver tongue, but gamblers of fate always get a kick out of leaving things up to chance. Rogues of the Fate Gambler variety thrive on the high stakes and random thrill of the game table. Armed with cunning cheats and no small amount of luck, these sly gamblers live and die by their rules, never keen to simply accept the hand fate deals them.

Trick Up the Sleeve

Your penchant for games has afforded you the ability to subtly manipulate fortune to your favor. When you choose this archetype at 3rd level, you learn the guidance cantrip.

Starting at 9th level, it has a range of 30 feet for you, and you can cast it as a bonus action.

Wild Card’s Gambit

Also at 3rd level, you gain proficiency with one of the following gaming sets: dice set, dragonchess set, or playing card set. The gaming set you choose grants you a gambit, as detailed at the end of this subclass. If you are proficient in multiple types of gaming sets, you must choose which gambit to use when you gain this feature. You can change your choice of gambit whenever you gain a level in this class.

Finale

Starting at 9th level, as a bonus action, you can disappear with a dramatic flourish. Each creature within 10 feet of you must make a Dexterity saving throw (DC 8 + your proficiency bonus + your Intelligence modifier), taking 3d10 fire, cold, lightning, acid, or poison damage on a failed save or half as much on a successful one. You then teleport yourself to an unoccupied space that you can see within 120 feet. Once you have used this ability, you cannot use it again until you have finished a long rest.

Twist of Fate

At 13th level, your mastery over the game table hones your speed and cunning in combat. When rolling for initiative, you can forgo the roll and choose when to take your first turn. Your initiative is then recorded at that spot in the turn order. If no spot has been taken by the end of the round, your initiative is last.

Joker Wild

At 17th level, your mastery over chance encompasses even your own form, allowing you to exist between potential realities. As a bonus action on your turn, you can take on an incorporeal form, during which you gain the following benefits:

  • You regain expended uses for your Wild Card’s Gambit feature:
  • Your movement speed is doubled.
  • You gain resistance to all damage, and are immune to the grappled , paralyzed , stunned , and restrained conditions.
  • You can move through objects and creatures as if they were difficult terrain. If you end your turn inside a creature, the creature takes 1d10 force damage and is shunted into an adjacent space within 5 feet of their original location.

This incorporeal state lasts for one minute, or until you are incapacitated . Once you use this feature, you cannot use it again until you complete a long rest.

Angel Winter

Loaded Dice

You gain a pool of d6s equal to your Sneak Attack damage. When a creature targets you with an attack, you can use your reaction to spend any number of dice from the pool and subtract the number rolled from the attack. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll hits or misses. You regain all expended dice from your loaded dice pool when you complete a long rest.

Dragonchess

Your prowess of the chessboard has made you a skilled tactician on the battlefield. As a bonus action on your turn, you can take the stance of a chess piece. Each stance lasts for 1 minute or until you use this feature again. You can use this feature a number of times equal to your Intelligence modifier (minimum of once), which refreshes after a long rest.

  • Sylph: You and all friendly creatures within 5 feet of you have advantage on Dexterity saving throws.
  • Griffon: Your movement speed increases by 10 feet, and your movement does not provoke opportunity attacks.
  • Dragon: When you hit with an attack that targets only one creature, each creature of your choice within 5 feet of the target makes a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Intelligence modifier) or take damage equal to your Intelligence modifier as fire, cold, lightning, acid, or poison damage. On a successful save they take half damage.

Playing Cards

You have developed a fighting style based around making the most of a gambler's closest friend. You gain a deck of 52 cards, you can throw a single card as a ranged attack up to 30 feet and deal slashing damage equal to 1d4 + your Dexterity modifier. When you make an attack with this deck, roll a separate d4 which will determine the suit of the card thrown and what effects take place, the effects are listed below. You can collect your cards after the combat has ended or restore your full deck at the end of a long rest.

d4 Suit Effect
1 Diamond At the start of its next turn, the target takes additional damage equal to half of the Sneak Attack damage dealt with this attack or your Intelligence modifier if Sneak Attack was not used.
2 Spade Until the start of your next turn, the target’s speed is halved. It can’t make more than one attack on its turn while its speed is reduced in this way.
3 Heart You regain a number of hit points equal to the half the damage dealt with this attack.
4 Clubs This card morphs suits depending on the dealer’s wishes. Choose Diamond, Spade, or Heart. The card then immediately gains the suit’s respective effect.

Angel Winter
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