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  1. Dealer's Gambit
  2.  
  3. Gambit is not only your profession, but also your style of life. You have a certain number of Gambit Dice that represent your wits and resolves that you can utilize to overcome a tight situation.
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  5. At 1st level, you have four gambit dice. You gain additional gambit dice when you reach 4th level, 7th level, 10th, 13th level, 16th level, and 19th level.
  6.  
  7. At 1st level, your gambit dice are d6's. When you reach 5th level, your gambit dice turn into d8's. They turn into d10's when you reach 11th level, and d12's when you reach 17th level.
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  9. You can expend gambit dice to fuel various gambit features. You start knowing three such features. Select three features from the following list. You may learn additional gambit features as you gain levels in this class, gaining one feature at 3rd level, 6th level, 10th level, 14th level and 18th level. You regain all expended gambit dice upon completing a short rest or long rest.
  10.  
  11. Bad Beat
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  13. When a creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and expend 1 gambit die to hinder its attempt. Roll a gambit dice and subtract the number rolled from the creature's roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll, the ability check, or the saving throw succeeds or fails.
  14.  
  15. Flourish
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  17. When you use the attack action, you may flourish your deck of cards before you draw. As an action, you spend one gambit die, and add its rolled number to your attack and damage rolls for your first attack. Additional damage dealt this way counts as force damage.
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  19. Dancing Cards
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  21. As an action, you can expend 1 gambit die to perform a flamboyant card trick that dazzles spectators. Each hostile creature within 10 feet of you is immediately distracted by your performance, and must succeed an Intelligence saving throw of DC 8 + the gambit die's rolled number. On a failed save, the targeted creatures have disadvantage on all ability checks until your next turn, and the next attack against the targeted creatures have advantage.
  22.  
  23. Deck Turnover
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  25. As an action, you can expend 1 gambit die to make a combat card attack against multiple creatures within 20 feet of you. You must make a separate attack roll for each target, with a separate combat card. The number of creatures you can attack is equal to half the gambit die's rolled number rounded down.
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  27. Magic Fold
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  29. As a bonus action, you can expend 1 gambit die to take the disengage action.
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  31. Rogue Ace
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  33. As a bonus action, you can expend 1 gambit die to take the dodge action.
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  35. Lucky Throw
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  37. Immediately after you fail an attack roll, you can expend 1 gambit die to throw a combat card past the face of your target. You must then make a Dexterity saving throw of DC 20 - the gambit die's rolled number. On a successful save, you automatically hit another creature of your choice that you can see within the range of your combat card.
  38.  
  39. Mucked Deck
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  41. You may throw a minimum of 26 combat cards into the air to distract your target and make a hide roll as a bonus. As an action, expend one gambit die to throw cards into the air. You must throw a minimum of 26 cards, but if you throw 39 or more, add the gambit dice on your hide roll. The cards thrown this way are lost, and may not be used as ammunition unless collected after combat.
  42.  
  43. The House Always Wins
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  45. Whenever you partake in a game where you can cheat, you can expend up to 3 gambit dice to stack the deck in your favor. For the number of dice spent, you give the same number of other players advantage or disadvantage, as you choose. If you are the dealer, you can automatically pick who wins.
  46.  
  47. Trick Shot
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  49. If you know the location of a creature that you cannot attack, you can use your action to expend 1 gambit die when you make an attack roll against the creature. The combat card can attack creatures by arching over and under cover, turning around corners at a 90 degree angle, or bouncing off of environment to reach unusual angles. Trick shots have their range increased by a number of feet equal to 5 x the gambit die's rolled number.
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