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Gambler


Hit Points

Hit Dice: d8 per Gambler level
Hit Points at first Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per gambler level after 1st

Proficiences

Armor: Light Armor
Weapons: Simple Weapons, Dagger, Sickle, Dart, Cards and Dice
Tools: Thieves' Tools
Saving Throws: Charisma, Intelligence
Skills: Choose two from Deception, Insight, Perception, Persuasion, Sleight of Hand, and Stealth

Overview & Creation

Either a curse from a demon, a lost bet or their own volition, Gamblers love the thrill of taking and losing gold.


Class Features

Bet: starting at level 1 you can pick a die (d4-d20), if you get a roll of 11-20 you get a bonus on your roll and gain 1 gold per level of die (11=1 gold, 12=2 gold ect), but if you get a roll of 1-10 you get disadvantage and lose 2 gold for each level of die (10= -2, 9= -4, ect)   Bribe: While in battle you can Persuade enemies to forfit by paying them in ritches, the higher the roll the less gold needs to be given make them forfit (1=20 gold, 2= 19 gold, ect)


Starting Equipment

(a) 20 Darts or (b) a Sickle (a) a Deck of Cards or (b) 6 Dice (a) a Burglar's Pack or (b) a Dungeoneer's Pack Leather Armor and Thieves' Tools



Created by

Cybersoulgem.

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