High Roller
The constant flicker of cards, dice rolling on the table, shouts of accusation and anger, that's your favourite music.
You live for, and sometimes despite, the thrills and dangers of high stakes games. And you'd be a fool not to try to shift the odds to your advantage.
Be it loading dice, marking cards, or charming the croupier, every trick is on your book, and everything is allowed as long as it helps you win. And even though that has created numerous enemies, it's just a small contingency that a well hidden dagger quickly solves.
Winning Hand
3rd-level High Roller feature
It's easier to play without fear when you know you're always going to win. You gain proficiency in all gaming sets, and you add double your proficiency bonus in skill checks using those sets.
Additionally, you have designed a set of 'safety tools' in case a game goes wrong. During a long rest, you can modify a nonmagical weapon you have proficiency with, granting it the Concealed property (described below). You can also combine a gaming set, a nonmagical weapon you have proficiency with, and a set of ammunition to create an amount of Loaded Shots equal to the pieces of ammunition spent, up to a maximum of 20. Loaded Shot is a special ranged weapon, described bellow, and only its creator has proficiency with it.
Loaded Shot
ranged weapon (special)
- Category: Items
- Damage: 1d6
- Damage Type: The same damage type as the weapon used to create it.
- Properties: Concealed, Finesse, Light, Range, Thrown.
- Range: 20/40.
- Weight: 0.25lb.
Concealed: While this weapon is stowed, you have advantage on Dexterity (Sleight of Hand) checks made to hide the weapon.
Fast Hands
3rd-level High Roller feature
You also gain an additional way to use your Sneak Attack; you don’t need advantage on the attack roll to use your Sneak Attack against a creature if you are attacking with a weapon you drew this turn and you don't have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.
Rules reminder: once per turn, you can draw or stow a weapon without consuming any type of action.
Harmless
9th-level High Roller feature
You gain advantage in Charisma(Persuasion), Charisma (Deception), and Charisma(Performance) checks against creatures with a CR of more than your level (or with more class levels than you have if the creature does not have a CR).
Additionally, the first time each turn a creature attacks you while you have no weapons drawn, you subtract your Charisma modifier to their attack roll.
Rush of Luck
13th-level High Roller feature
You get a rush on the highs and lows of life. Whenever you or a creature you can see within 120 feet rolls a 1 or a 20 on a d20 roll, you generate a luck point. As a bonus action, you can consume a luck point to gain a number of temporary hit points equal to your half your level in this class, increase your movement by 10 feet, and increasing by 1d8 the damage of the next time you roll damage. These benefits last a number of rounds equal to your Charisma modifier.
You loose all luck points after a short or a long rest.
Tough Game
13th-level High Roller feature
You can create a Loaded Shot using magical weapons, as long as they are not artifacts or sentient (your DM might not allow you to use another type of magical weapon). When you create Loaded Shots this way, they will be magical as well. If the weapon has any magical properties that alter the attack or damage modifier, the resulting Loaded Shots will have those magical properties. If the weapon had a property that allowed it to use another type of damage than the standard, your Loaded Shots will be able to deal damage of that type.
Additionally, whenever you draw a weapon, you can draw two weapons at the same time.
Eternal Gamble
17th-level High Roller feature
You can bet on your own destiny. Whenever you roll a d20, you can try to predict its result. Name 1, 2, or 3 numbers. If the rolled number is one of the named numbers, you win the wager and gain a benefit, depending on how many number you named:
- 1 number: You change the result for a 20 on the die.
- 2 numbers: You add the other number you named to the result.
- 3 numbers: You add your charisma modifier to the result.
Once you win a number of wagers equal to your charisma modifier, you can't use this feature until you complete a long rest.
Art Credits
The artwork is done by Traaw.