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Gambler

A Roguish Archetype
You've mastered the skills need to win at betting games of Lucky Number 7
chance and skill. Those who become gamblers are often At 9th level, whenever you
drawn to the wealth or the thrill. Many gamblers master a make an attack roll against a creature
particular game, but a good gambler is a master of all and roll a 7 on the d20, the attack hits
games. To you, the game transcends dice and cards. Life is automatically. If you are making a sneak
a game of chance, and you've got the talent and luck to win. attack, you can choose to gain a lucky die
and use Lucky Strike. When attacking with advantage or
Gambler Features disadvantage, this bonus applies if either roll is a 7.
Rogue Level Feature
3rd Bonus Proficiencies, Playing the Odds Deceptive Tactics
At 13th level, your mastery of the bluff lets you trick foes in
9th Gambler's Talents, Lucky Number 7 combat. As a bonus action, you can risk a lucky die to make
13th Deceptive Tactics, Gambler's Fallacy a Charisma (Deception) check contested by a creature's
17th Stacked Deck
Wisdom (Insight) check. The creature must be able to see
you. The target has advantage on their Wisdom (Insight)
check if you have already used this feature against them
Bonus Proficiencies since your last long rest.
When you choose this archetype at 3rd level, you gain If you win, you gain advantage on your next attack
proficiency with all gaming sets. Choose a gaming set. Your against the creature this turn and keep the lucky die. If you
proficiency bonus is doubled for any ability check that uses lose, you have disadvantage on your next attack against the
that gaming set. creature this turn and you lose the lucky die.
Playing the Odds Gambler's Fallacy
Starting at 3rd level, you've learned to take risks that put At 13th level, fate seems to balance in your favor. Once per
you ahead. You have three lucky dice, which are d6s, that short rest, you can re-roll any lucky die. You must use the
you can use in the ways described below. You regain all new result.
lucky dice on a short or long rest.
Lucky Strike. You can risk a lucky die before making a Stacked Deck
sneak attack. If the attack hits, you must roll the lucky die. Starting at 17th level, you have gained the ability to
The sneak attack deals bonus damage equal to 7 times the unnaturally alter luck in your favor. Once per long rest,
number of sneak attack damage dice that match the lucky after an attack roll, saving throw, or ability check is rolled
die. If no dice match the lucky die, the attack deals no by you or a creature that you can see, but before the result
bonus damage. If the attack misses, you do not expend the is revealed, you can replace the number on the d20 with a
lucky die. 7. Note the number on the d20 of the roll that you replaced.
Dumb Luck. When you fail an ability check, you can That number becomes your borrowed luck roll.
expend a lucky die. If your ability check result plus the After you've used this ability, you can use it once more
lucky die is exactly equal to the check DC, you pass the before you take a long rest. The second time, you can
check instead. replace any attack roll, saving throw, or ability check made
by you or a creature that you can see with the number on
Gambler's Talents the borrowed luck roll. The borrowed luck roll is lost if not
Beginning at 9th level, you have advantage on any Char- used before taking a long rest.
isma (Deception) checks to show false emotions, and any
Dexterity (Slight of Hand) checks to palm small objects. Artist Credits
Alon Chou - You Cheat!
Belknap Hill - The Dice. I think they own the art...

The Gambler
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Appendix
Lucky Strike Example
Let's say a 9th level Rogue attacks with a shortsword and uses lucky strike. They roll their attack and their lucky dice, which is
a d6 that rolls a 4. If their attack hits, it deals 1d6 + Dex for the shortsword and then 5d6 (rogue level 9) for sneak attack
damage. If the sneak attack roll contains two 4s (say, 1, 3, 4, 4, 6), the attack would deal an extra 14 damage since two of the
sneak attack dice match the lucky dice. Even though the shortsword does 1d6 damage, it would not give bonus damage if the
1d6 matched the lucky dice.
No matches. If none of the sneak attack damage dice match the lucky strike die, the attack deals no extra damage. You
don't get the lucky die back. Tough luck!
Critical hits. If you land a critical hit, you will roll twice as many sneak attack damage dice so there are twice as many dice
to match with the lucky die. You still only roll one lucky die.
Lucky Strike Odds
Lucky strike meets many of the requirements that we would expect in a class feature. The average damage goes up streadily
with level. The odds of success also increase with level. However, it has a chance of failure, which is a perfect fit for this sub-
class, embracing the idea of a gambler. Note that the number of matches can actually go higher than 6, but the odds get rather
low.
The average damage scales comparably to the speriority dice feature of the Battle Master, which scales from 18 average
damage per short rest at level 3 to 39 average damage per short rest at level 20. The table below is just one usage of lucky
strike, which can be used three times per short rest, so it scales from ~7 damage per short rest at level 3 to ~35 damage per
short rest at level 20.

Dumb Luck Odds


Put simply, Dumb Luck is a 17% chance to pass a check that you have missed by 6 or less. Since you have to match the DC
exactly, only one of the faces of the dice will be a success - hence 1/6 ~ 17%. If you've missed by more than 6, the lucky dice will
never be enough to make a difference.

The Gambler
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For example, you use Lucky Strike and roll 5d6 for sneak
Changelog attack damage, getting two 2s and three 5s. You have a pair
of 5s, a pair of 2s, and an unpaired 5, doing an extra 7x2 =
Version three 14 damage. If instead you rolled two 1s and three 5s, the
Major changes: sneak attack would deal no extra damage, but still do the
weapon plus sneak attack damage. See the Appendix for
Lucky dice -> lucky die throughout to line up with WotC additional examples and details on odds.
templating.
Bonus Proficiencies still gives proficiency on all sets,
but only gives expertise to one gaming set.
Lucky Strike only uses the dice if you hit with the attack.
You still have to choose whether or not to lucky strike
before the attack, so players don't fish for criticals (and
because that's how gambling works, risk up front).
Lucky Number 7 now makes every attack hit if you roll a
7. It used to only work on Lucky Strikes, which would
not come up often enough to matter. It also makes any
sneak attacks into Lucky Strikes when you roll a 7, and
gives you a free lucky die to use.
Deceptive tactics now gives advantage to a target if
you've used this against them since your last long rest
instead of a bonus on their roll.
Gambler's Fallacy - changes to lucky strike made this
pointless, so it has been changed to allow you to reroll a
lucky dice once per short rest.
Version two
Major changes:
Lucky Strike becomes Playing the Odds, uses Lucky
Dice as a resource (which helps with tracking the uses).
Lucky strike is now a sub-ability of playing the odds.
Lucky strike now gives bonus damage for each sneak
attack damage die that matches the lucky dice. This is
much easier to understand than the previous iteration.
New sub-ability Dumb Luck allows you use to lucky dice
for ability checks. Basically it gives a 17% chance to
pass an ability check that you failed by 6 or less. But it
does it in a fun-gambly way.
Deceptive Tactics is now level 13 ability. Lucky Number
7 is now a 9th level ability. Both works a little differently
since the lucky dice system was introduced.
Lucky Number 7 lets you regain use of a lucky dice if
you roll a 7. You also automtically hit. It won't come up
often, but it gives a 'jackpot' type feel.
Deceptive Tactics now 'wagers' a lucky dice. If you
succeed, the dice isn't used. It's also less punishing than
before - you either get advantage or disadvantage on the
attack (before your opponents got advantage on you).
New ability Gambler's Fallacy. This makes lucky dice
more consistent at higher levels.
Stacked Deck is unchanged. This ability brings the
whole class together. It lets you trigger Lucky Number 7,
which triggers Lucky Strike. It's a cool captone ability
that also lets you snatch up 20s for later use....which is
cool in its own way.
Old Version: Lucky Strike
Starting at 3rd level, three times per short rest, before you
roll to hit a sneak attack, you can attempt a risky
manuerver to deal extra damage if it hits. The extra
damage is equal to 7 times the number of pairs of doubles
in the sneak attack damage roll. However, the Lucky Strike
deals no bonus damage if the roll has two or more 1s, or
four or more 1s if the attack is a critical.

The Gambler
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About Me & Additional Homebrews
I'm faciniated by ways that the flavor of playing a class or Personal Credits
sub-class can express itself both in-game and out of game Special thanks to:
at the same time, bringing you closer to your character. I've
brewed up an Artificer class that lets the player create The Homebrewery, for making homebrewing
inventions that cast spells, and the Gambler sub-class that fun, visually appealing, and professional.
allows the player to take risks on rolling dice, hoping to hit r/UnearthedArcana for taking the time to read
it big! and review what I write.
Other than that, I like to homebrew rules and whatever Anyone using my content! Thank you for
making all this time even more worthwhile.
comes to mind. Brewing is a creative challenge - how to
best fit cool ideas into the 5e System.
Reddit handle: u/sonaplayer
Content
-Classes- -Rules-
The Artificer Variant: Jumping Rules
A Customizable Short-Rest Full Caster For Jumping Higher and Longer
Build your own inventions as the Artificer. Quite different The Rules As Written let you jump a fixed distance based
than Wizards of the Coast's version, this Artificer allows you on your strength score and modifier. These rules let you
to allocate resouces into spells and class features to build a jump a little further with a Strength (Athletics) check.
character with unique inventions and play styles.

Combat Poison System


-Sub-Classes-
For Crafting Poisons and Using Them in Combat
These rules introduce a crafting system to create poisons
The Gambler from materials you find in the environmental, and a combat
A Roguish Archetype
poison system that allows you to choose for a list of
Take risks and roll big with this sub-class for the Rogue
poisons and use them like spells.
which goes all-in for big payouts!

The Brawler
A Martial Archetype
Get close and personal with this sub-class for the Fighter
to grapple, shove and toss opponents around the battlefield.

Path of the Fury Shaman


A Primal Path
Fuel magic by channeling your rage. By entering a unique
rage called a trance, the Fury Shaman casts spells.

Arcane Descendant
A Sorcerous Origin
Your ancestor was a powerful wizard. Your blood was
marked with an affinity for their school of magic.

About Me
4

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