
Fighter Archetype: Gambler
Lucky Coins
Starting at 3rd level when you choose this archetype, you have 3 Lucky Coins. You gain 1 maximum Lucky Coin at 7th, 10th, 15th, and 18th level. You regain your expended coins when you finish a short or long rest. As a bonus action, you may expend 1 or more Lucky Coins. For each Lucky Coin expended:
- Roll a d2. If you roll a 2, roll on the Lucky Coin Buff table for a random buff.
- Roll on the Lucky Coin Stat table to see which stat gets the buff.
- Lucky Coin buff last 1 minute and each stat can only be buffed once. If you roll a stat that has already been buffed, roll again.
Lucky Coin Buff/Debuff Table
| Fighter Level | Buff |
|---|---|
| 3 | +4 |
| 4 | +4 |
| 5 | +5 |
| 6 | +5 |
| 7 | +5 |
| 8 | +5 |
| 9 | +6 |
| 10 | +6 |
| 11 | +6 |
| 12 | +6 |
| 13 | +7 |
| 14 | +7 |
| 15 | +7 |
| 16 | +7 |
| 17 | +8 |
| 18 | +8 |
| 19 | +8 |
| 20 | +8 |
Lucky Coin Stat
| D6 | Ability Score |
|---|---|
| 1 | Strength |
| 2 | Dexterity |
| 3 | Constitution |
| 4 | Intelligence |
| 5 | Wisdom |
| 6 | Charisma |
Beginner's Luck
Starting at 3rd level, you gain advantage on your Lucky Coin rolls.
Lucky Man
Reaching 7th level, you get luckier when you fail. When you fail an ability check or saving throw, as a reaction, you can roll a Lucky Coin and if successful, you may add the buff bonus to the roll. Additionally, whenever you roll a 20 on an ability check, saving throw, or attack roll, you gain 1 Lucky Coin. Your total number of Lucky Coins cannot exceed your maximum number of Lucky Coins using this feature.
Borrow
At 10th level, you can borrow an ability from another creature. As an action you can borrow a feature or proficiency from an ally by making contact and agreeing a contract with them which temporarily drains them of that feature and gives it to you for the next minute.
Additionally, you can use Borrow on an enemy, but when you do you make a Wisdom (Insight) check against the creature, contested by the target’s Charisma (Deception) check. If you succeed, you switch one of the creature's ability scores with one of your own. Roll a d6 similarly to the lucky coin to determine which score.
All-In
Starting at 15th level, you can go All-In throwing all of your remaining Lucky Coins into a slot machine that appears behind you. When you do so, you can make one attack that deals 1d100 force damage provided you have at least 5 Lucky Coins remaining. Additionally, you can go All-In on an ability check; when doing so you can add a +2 bonus per Lucky Coin used provided you have at least 3 Lucky Coins remaining. In order to use All-in you must declare that you are going All-In before making the roll.
Ultimate Luck
At 18th level, you are the luckiest person of all. You can choose to have advantage on an ability check or saving throw once per short or long rest. Furthermore you cannot have disadvantage on saving throws.
Art Credit
NGEL GAMES Co.,Ltd., © Naver, and © Kim Sehoon.