[[],[],[],[],[],[],[],[{"id":9852,"name":"Gambler","type":"base","hit_die":"1D8","alignment":"Any","full_text":"
Type:<\/b> base
Hit Die:<\/b> 1D8
<\/p>Requirements<\/h3>
To quilify for this class, a character must fulfill all the folowing criteria<\/p>
Multi-Class requirements: 13 Charisma or Wisdom, 13 Dexterity<\/p>
Alignment:<\/b> Any
<\/p>
<\/p>
Proficiencies:<\/b><\/p>
Armor: Light Armor<\/span><\/p> Weapons: Simple weapons, daggers<\/span><\/p> Tools: Thieves’ and tinkers’ tools<\/span><\/p> Saving throws<\/b>: Dexterity and Wisdom<\/span><\/p> Skills<\/b>: choose 4 from Acrobatics, Deception, History, Insight, Investigation, Perception, Performance, Persuasion, Stealth, and Sleight of hand<\/span> <\/strong><\/strong><\/p> Starting Equipment<\/b>: A burglar’s pack or entertainer’s pack, Leather armor, four daggers, and either Thieves’ tools, or tinkers’ tools.<\/span> <\/strong><\/strong><\/p> Level<\/span><\/p><\/td> Proficiency Bonus<\/span><\/p><\/td> Features<\/span><\/p><\/td><\/tr> 1<\/span><\/p><\/td> +2<\/span><\/p><\/td> Expertise, Gambler Archetype<\/span><\/p><\/td><\/tr> 2<\/span><\/p><\/td> +2<\/span><\/p><\/td> Archetype feature<\/span><\/p><\/td><\/tr> 3<\/span><\/p><\/td> +2<\/span><\/p><\/td> Call<\/span><\/p><\/td><\/tr> 4<\/span><\/p><\/td> +2<\/span><\/p><\/td> Ability Score improvement, Archetype feature<\/span><\/p><\/td><\/tr> 5<\/span><\/p><\/td> +3<\/span><\/p><\/td> Extra attack (Card master only)<\/span><\/p><\/td><\/tr> 6<\/span><\/p><\/td> +3<\/span><\/p><\/td> Bluff, Expertise<\/span><\/p><\/td><\/tr> 7<\/span><\/p><\/td> +3<\/span><\/p><\/td> Improved Call,Evasion<\/span><\/p><\/td><\/tr> 8<\/span><\/p><\/td> +3<\/span><\/p><\/td> Ability Score Improvement<\/span><\/p><\/td><\/tr> 9<\/span><\/p><\/td> +4<\/span><\/p><\/td> Archetype feature <\/span><\/p><\/td><\/tr> 10<\/span><\/p><\/td> +4<\/span><\/p><\/td> Improved Bluff<\/span><\/p><\/td><\/tr> 11<\/span><\/p><\/td> +4<\/span><\/p><\/td> Archetype feature (non masquerader)<\/span><\/p><\/td><\/tr> 12<\/span><\/p><\/td> +4<\/span><\/p><\/td> Ability Score Improvement<\/span><\/p><\/td><\/tr> 13<\/span><\/p><\/td> +5<\/span><\/p><\/td> Ain’t Even Gamblin<\/span><\/p><\/td><\/tr> 14<\/span><\/p><\/td> +5<\/span><\/p><\/td> Archetype feature <\/span><\/p><\/td><\/tr> 15<\/span><\/p><\/td> +5<\/span><\/p><\/td> Poker Face<\/span><\/p><\/td><\/tr> 16<\/span><\/p><\/td> +5<\/span><\/p><\/td> Ability Score Improvement<\/span><\/p><\/td><\/tr> 17<\/span><\/p><\/td> +6<\/span><\/p><\/td> Archetype feature (non Cardmaster)<\/span><\/p><\/td><\/tr> 18<\/span><\/p><\/td> +6<\/span><\/p><\/td> Archetype feature (Cardmaster)<\/span><\/p><\/td><\/tr> 19<\/span><\/p><\/td> +6<\/span><\/p><\/td> Ability Score Improvement<\/span><\/p><\/td><\/tr> 20<\/span><\/p><\/td> +6<\/span><\/p><\/td> Ain’t Even Luck<\/span><\/p><\/td><\/tr><\/tbody><\/table> <\/strong><\/strong><\/p> Expertise<\/b>: At 1st level choose two of your skills proficiencies. Your proficiency bonus is doubled for any ability check you make using the chosen proficiencies. At the 6th level you may choose two additional skills. <\/span> <\/strong><\/strong><\/p> Gambler Archetype<\/b>: at the 1st level you choose an archetype you wish to emulate, either Card Master, Dice Master, or Masquerader.<\/span><\/p> Call<\/b>:At the 3rd level,as a bonus action you may once per combat choose a creature within 60 feet of you it must make a wisdom saving throw (DC= 8+proficiency bonus+wisdom Modifier) on a successful save the creatures’ next attack against you has advantage and on a failed save your next attack has advantage.<\/span><\/p> Bluff<\/b>: At the 6th level, once per long rest, as an action you may choose a creature within sight of you (90 feet) and attempt to intimidate it ( intimidation) if successful the creature becomes frightened. At the end of each of the creatures turns it can make a wisdom saving throw DC=8+wisdom mod+proficency to end the effect .<\/span><\/p> Evasion<\/b>: At the 7th level you know when to hold em and know when to fold em, as such when you are affected by an area of effect spell that allows you to make a dexterity saving throw to take only half damage you instead take no damage on a successful saving throw and half damage on a failed saving throw.<\/span><\/p> Improved Call<\/b>: At the 7th level you may use call twice per combat<\/span><\/p> Improved Bluff<\/b>:At the 10th level you may use bluff twice per long rest<\/span><\/p> Ain’t Even Gamblin<\/b>: At the 13 level, once per combat you may add 1D8+your dex Mod to an attack roll or add 1d8+your wisdom mod to your bluff intimidation check.<\/span><\/p> Poker Face<\/b>:At the 15th level, any non magical checks made against you to see if you are lying fail, you also are now proficient in Charisma saving throws.<\/span><\/p> Ain’t even Luck<\/b>: at the 20th level once per long rest the next time you would hit a creature you may choose to have the attack considered a critical and damage dice is maxed.<\/span><\/p> <\/span><\/p>","reference":"Usergen","class_skills":"","proficiencies":""},{"id":9853,"name":"Gambler-Card Master","type":"archetype","hit_die":"1D8","alignment":"Any","full_text":" Card Master: <\/b>At the 1st level you gain a deck of throwing cards which is your favored weapon; they have a throwing range of 40\/60 feet and deal 1d4+dex mod piercing damage. The damage increases to 1d6 at the 6th level and 1d8 at the 12th level additionally at the 8th level the range increases to 80\/120 feet.<\/span><\/p> Wild Card:<\/b>At the 2nd level, the first time you roll an attack with a card on your turn roll a d20 on a 1 or 2 the card explodes in your face dealing 1d4 force damage and the attack misses, 3-10 nothing additional happens, 11-19 you deal an additional 1D4 of damage and on a 20 you may make an additional attack<\/span><\/p> Extra attack:<\/b>At the 5th level when you take the attack action you may attack twice.<\/span><\/p> Improved wild card<\/b>:At the 9th level, the first time you roll an attack on your turn roll a d20 on a 1 the card explodes dealing 1d8 force damage and you must make a constitution saving throw (DC 14) or be knocked prone and the attack misses 2-6 nothing additional happens, on a 7-12 you deal an additional 1D4 of damage on a 13-18 you deal an additional 1d8 of damage and on a 19 or 20 you may make an additional attack. Additionally your attacks are now considered magical for overcoming resistances.<\/span><\/p> Raise<\/b>: At the 11th level if a creature is under the effect of either Call or Bluff when you make an attack with your favored weapon you may roll an additional 2d6 of damage dice on attacks made against that creature<\/span><\/p> Ace up the sleeve<\/b>: At the 14 level, once per long rest as a bonus action you may throw a card at an object or creature within the range of your favored weapon and teleport to the card, if the card is thrown at an unwilling creature you must first make an attack roll.<\/span><\/p> Improved Raise<\/b>: At the 16 level, raise deals an additional 4d6 of damage instead of 2d6<\/span><\/p> Quick Throwing:<\/b> At the 18th level, whenever you make a card attack against a creature you may also make an attack against up to two other creatures within 10 feet of it.<\/span><\/p>","reference":"Usergen","class_skills":"","proficiencies":""},{"id":9854,"name":"Gambler-Dice master","type":"archetype","hit_die":"1D8","alignment":"Any","full_text":" Dice Master<\/b>: At the 1st level you gain a set of lucky dice (3D6) and proficiency with two martial weapons of your choosing, you may choose to start with these two weapons instead of your four daggers. You also gain proficiency with your chosen martial weapons and with medium armor.<\/span><\/p> At the start of each round of combat on your turn you may choose to roll your lucky dice to varying effects<\/span><\/p> Lucky Dice Table<\/b><\/p> Result<\/span><\/p><\/td> Effect<\/span><\/p><\/td> Level<\/span><\/p><\/td><\/tr> Snake eyes (1,1,1) <\/span><\/p><\/td> You miss your turn<\/span><\/p><\/td> Deuces (2,2,X)<\/span><\/p><\/td> Your attack deals an additional 2 damage<\/span><\/p><\/td> This damage increase to 4 at the 6th level and 6 at the 10th level<\/span><\/p><\/td><\/tr> Unlucky (Cumulative of 13)<\/span><\/p><\/td> You take 13 psychic damage however this effect can not drop you below 1 HP<\/span><\/p><\/td> At the 9th level the damage instead is applied to a creature of your choosing within 60 feet, however this can not drop the creature to below 1Hp<\/span><\/p><\/td><\/tr> Straight (3,4,5...etc)<\/span><\/p><\/td> You may make an additional attack<\/span><\/p><\/td> A perfect showing (6,6,6)<\/span><\/p><\/td> Damage dice is maxed if your next attack hits<\/span><\/p><\/td> Bump the table<\/b>: At the 2nd level, once per short rest you may reroll one of your lucky dice. At the fifth level you may use this twice per short rest.<\/span><\/p> Superstitious<\/b>: At the 4th level you become bonded with an otherwise Mundane item (Eg socks,a small trinket,pocket watch…) this item is your supernatural talisman and as long as it is within five feet of you your attacks count as magical. Additionally you have a +2 to attack and damage rolls against incorporeal or semi-corporeal beings this bonus increases to +4 at 8th level<\/span><\/p> Loaded dice<\/b>:At the 5th level, once per long rest you may reroll any non death saving throw roll of your choosing.<\/span><\/p> Unlucky<\/b>: At the 9th level, when you roll a natural 13 for an attack it is considered a critical hit.<\/span><\/p> Switcheroo:<\/b> At the 11th level, once per long rest when another player rolls a D20 you may choose to use that roll instead of your own for your next roll that uses a D20 this effect can not cause you to critically hit, this may not be used for death saving throws.<\/span><\/p> Bad Voodoo:<\/b>At the 14th level, you deal an additional 1d10+ your wisdom modifier necrotic damage to creatures under the effect of call or bluff, and gain life equal to the Necrotic damage dealt this way<\/span><\/p> I have a dice for that: <\/b>At the 17 level, you gain three exploding dice and three smoking dice. Each exploding die deals 4D6 fire damage halved on a successful dex saving throw (DC16) in a 10 foot radius and has a throwing range of 40 feet. Each smoking die creates a smoke screen 30 feet around its center of impact, ranged attack through the smoke screen are made with disadvantage and moving does not provoke attacks of opportunity. You regain 1D4-1 dice per long rest. Using one of your dice is a bonus action.<\/span><\/p>","reference":"Usergen","class_skills":"","proficiencies":""},{"id":9855,"name":"Gambler-Masquerader","type":"archetype","hit_die":"1D8","alignment":"Any","full_text":" Masquerader<\/b>:At the 1st level you gain proficiencies with the disguise and forgery kits and have two of each. You start with a sling and a quaterstaff in addition to the rest of your starting equipment. The masquerader is also a master of illusory and abjuration magic and gains spells as shown on the Masquerader spell table. Your spell casting ability for these spells is wisdom: your DC=(8+wisdom modifier+proficiency).<\/span><\/p> Mimicry<\/b>:At the 2nd level if you are in conversation with someone for five minutes or more, you are able to perfectly replicate their speech patterns and mannerisms that were present during the conversation. You can replicate these for up to one hour after your encounter.<\/span><\/p> The Forsworn:<\/b>At the 4th level you're proficiency with abjuration magic is such that it only takes you half the time and cost to cast abjuration spells.<\/span><\/p> Master of the unseen:<\/b>At the 9th level your illusion and abjuration magic is strong enough that any attempts to dispel your magic are made with disadvantage and have a minimum DC of 12 to dispel no matter the spell level. In addition when you cast a spell that targets only yourself you gain a +2 to A\/C for as long as the spell is in effect.<\/span><\/p> Gambler’s Gambit<\/b>: At the 14th level you have advantage on Constitution saving throws to keep concentration on a spell and while an illusory effect created by you is in effect you have a +4 to attack rolls +4 to damage<\/span><\/p> Silvertongue and Silver sword<\/b>: At the 17 level when you cast a spell for your action you may make an attack as a bonus action<\/span><\/p> <\/strong><\/strong><\/p> Level<\/span><\/p><\/td> Spells Known<\/span><\/p><\/td> Cantrips<\/span><\/p><\/td> Ist Level Slots<\/span><\/p><\/td> 2nd Level slots<\/span><\/p><\/td> 3rd level slots<\/span><\/p><\/td> 4th level slots<\/span><\/p><\/td> 5th level<\/span><\/p> Slots<\/span><\/p><\/td> 6th level slots<\/span><\/p><\/td> 7th level<\/span><\/p><\/td><\/tr> 1<\/span><\/p><\/td> Minor Illusion<\/span><\/p><\/td> 1<\/span><\/p><\/td> 0<\/span><\/p><\/td> 0<\/span><\/p><\/td> 0<\/span><\/p><\/td> 0<\/span><\/p><\/td> 0<\/span><\/p><\/td> 0<\/span><\/p><\/td> 0<\/span><\/p><\/td><\/tr> 2<\/span><\/p><\/td> Disguise Self, absorb elements<\/span><\/p><\/td> 1<\/span><\/p><\/td> 1<\/span><\/p><\/td> 0<\/span><\/p><\/td> 0<\/span><\/p><\/td> 0<\/span><\/p><\/td> 0<\/span><\/p><\/td> 0<\/span><\/p><\/td> 0<\/span><\/p><\/td><\/tr> 3<\/span><\/p><\/td> Magic Missile, Identify<\/span><\/p><\/td> 1<\/span><\/p><\/td> 2<\/span><\/p><\/td> 0<\/span><\/p><\/td> 0<\/span><\/p><\/td> 0<\/span><\/p><\/td> 0<\/span><\/p><\/td> 0<\/span><\/p><\/td> 0<\/span><\/p><\/td><\/tr> 4<\/span><\/p><\/td> Mage armor, Arcane lock<\/span><\/p><\/td> 1<\/span><\/p><\/td> 3<\/span><\/p><\/td> 1<\/span><\/p><\/td> 0<\/span><\/p><\/td> 0<\/span><\/p><\/td> 0<\/span><\/p><\/td> 0<\/span><\/p><\/td> 0<\/span><\/p><\/td><\/tr> <\/td><\/tr> <\/td><\/tr> <\/td><\/tr><\/tbody><\/table>