Gambler

## The Gambler

**Recommended stats:**

Dexterity, first, and Charisma second.

Charisma is your spell casting ability

**Starting equipment**

* A deck of cards

* A short-sword or quarterstaff

* A light weapon, or 10 darts

* Leather armor

* An arcane focus

* A spell book and ink

**Starting gold** = 5d4 x 10

You are proficient in; cards, throwing weapons, light weapons, simple weapons, leather armor, and quarterstaffs.

Your **background** is one of the three: Chartlen, Urchin, or Entertainer.

Choose 3 **skills** from, arcana, athletics, slight or hand, insight, deception, investigation, and perception.

## Level 1

**Spell casting, Enchantment speciality**

**Spell casting:** You can cast magic in the same way a wizard can, by learning it and writing it down in a spell book. But your spell list is the bards spell list.

**Enchantment Speciality:** Choose one of three. This will be your **subclass**.

**The Wild Card:** this subclass is very different, instead of **"enchanting"** weapons you can **"buff"** your teammates. Each time you want to **buff** someone roll a d4, on a 1 you pulled a diamond suit card, the player you choose to **buff** them gets a temporary plus 2 to AC for 2 rounds, this bonus can not stack. At 5th it’s 4 rounds, at 11th it’s 6 rounds, and at 17th it’s 8 rounds. Next if you roll a 2 you pull from the club suit, this is the same **enchant** process you **buff** the character of your choices melee weapon giving it +1d6 of elemental damage on the enchantment chart, it’s +2d6 at 5th level, +3d6 at 11th level, and +4d6 at 17th level, this bonus lasts until the **enchanted** lands an attack, and this bonus can not stack. Next if you roll a 3 you pull from the heart suit, the character you choose gets healed 2d4, and at 5th it’s 4d4, at 11th level it’s 6d4, and at 17th lvl it’s 10d4. Finally if you roll a 4 you pull from the spades suit, this one will **buff** one players magical ability, adding a d6 to their spell, weather it’s form damage, or even healing, this gets boosted to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th lvl, this bonus cant stack.

**Life Card:** you change your **enchantment** and other abilities to be more focused on healing others, the strange reaction with your **enchantment** is that it doesn’t heal but it **boosts**. When ever you **enchant** you Can only use it on living creatures, and when you do it gives them temporary hit points, equal to 1d6, 2d6 at 5th lvl, 3d6 at 11th lvl, and 4d6 at 17th lvl. When someone has these temporary hit points and someone else hits them with a melee attack the attacker takes Damage equal to the amount of temp hp before they got hit, and the damage is based on the **enchantment element** on the enchanting chart.

**The Tarot Reader:**

You have acquired most minor cards in a deck of tarot cards. As a bonus action you can draw a card from there.

When you draw a card roll a d4 to pick suit and a d10 to pick number. Follow the card table to see what it does.

## Level 2

**Enchantment action, Sleight of hand**

You can use your **enchantment** as a bonus action.

**Sleight of hand:** You gain proficiency in sleight of hand. If you already had the sleight of hand proficiency, then you gain expertise in it, and if you're using it on cards then you get advantage.

## Level 3

**Master of diversion**

**Master of Diversion:** You can distract 1 target from their focus for 1 round with a performance check. The save dc is 12 + your charisma modifier.

## Level 4

**Ability score improvement, and Daily enchant**

A times = to your level divided by 4 you can **enchant** that many items daily, and those items will last the whole day, and it can be out of your speciality of enchantments.

## Level 5

**Proficiency bonus, and Enchantment specialities upgrade, Bets.**

https://docs.google.com/document/d/1cxhZ2Xr6VsZ26wu9MTttAnbArETVDMAOCHVnpC3uSfw/edit

**Wild Card:** You now roll a d6, 1 is diamond suit, 2 is club suit, 3 is heart suit, 4 is spade suit, 5 is a wild card and you can choose, and 6 is two cards but you can’t use either of them on yourself if you draw a 6.

**Life Card:** you can now drain some of your own hp to give to another by touching them, you give them equal amounts of hp as you give, you can’t lower yourself below 1 hp, and you can’t raise another up above their go maximum. This effect can’t work reverse. Equally you can also heal someone from a sickness only if you take their sickness into yourself instead, this effect also works with any status effect.

**Tarot Reader:**

All of your bonuses from the minor, tarot cards are now doubled. Everything but 1-5 of pentacles, unless they DM allows it.

## Level 6

**Copy spells**

You can write down and learn spells from any class. but only equal to your Charisma modifyer, and your proficency bonus.

## Level 8

**Ability score increase, Extra attack**

You gain a second action for each turn.

## Level 10

**Gambit**

**Gambit:** When your hp hits zero, you choose to make an **enchanted** attack as you go down or you automatically get 1 successful death save.

## Level 11

**Deck of Elements**

You get a **pre-enchanted** deck of cards. When you throw the cards you don’t get a choice of what element it will be, you can’t add your dexterity bonus to your damage.

## Level 14

**Sleight of hand improvement:** You're sleight of hand becomes 13 + proficiency.

## Level 15

**Improved Gambit**

When your hp hits zero you can either make 2 **enchanted** attacks, get 2 successful death saves, or one **enchanted** attack and one successful death save.

## Level 16

**Ability score increase, extra attack**

You gain an extra action each turn, giving you a total of 3 actions, and a bonus action.

## Level 17

**Proficiency bonus, Enchantment speciality upgrade**

**Wild Card:** You now roll a d8, 1 is diamond, 2 is club, 3 is heart, 4 is spade, 5 is star suit, with star you call down a radiant beam on the person your targeting, the beam will remove status effects from friendly creatures, but it will do 6d6 to enemies, and yourself if you try to **buff** yourself, but if used on yourself you still remove status effects. 6 is wild, 7 is 2 cards, and h8 your pull 3 cards, the first one has to be used on yourself.

**Life Card:** all your class healing abilities are now improved, for your enchanted temp hp you can now add your charisma modifier and your proficiency, and for your sacrificial healing the person gaining hp gains double the hp as you give.

**The Tarot Reader:**

You now have 20 of the major tarot cards as well.

As a bonus action you can draw a minor or a major card, when drawing a major card roll a d20 and see what it does on the chart. Each card can only be used once per day. And once a card is drawn you can’t cancel its effects.

## Level 18

**Master of diversion improvement**

You can distract 1d4+1 of targets.

## Level 20

**Final Gambit, twisting fate**

**Final Gambit:** when your hp hits zero you can either make 5 **enchanted** attacks, have 3 successful Death saves, or a mix of a max of 2 death saves and max of 3 **enchanted** attacks.

**Twisting Fate**

Twice per long rest when the bad effect of a card hits you, you can push it on someone else that you can see.