RabanoDOOM
2017-01-22, 10:59 PM
Hey there! So, I've been working on this class for a while now, it is my first attempt at a homebrew class, and I was hoping to put it up on these forums in the homes I could get some critique, insights, and maybe even some recommended tweaks in. I plan on making edits and updates to this post in the future to tweak the class. I'm well aware that the class is probably severely broken in certain areas, but I need your help to find where and why.
I wrote The Gambler as a sort of Semi-Skill Monkey / High Single-Target Damage Non-Magic Class that focuses on luck-based risk-taking abilities, as well as some abilities that scale to somewhat even the odds with even the most powerful enemies, with archetypes centering around either occasionally massive damage or acquiring and utilizing vast amounts of currency.
The Gambler
Level
Proficiency Bonus
Features
1st
+2
Snake Eyes, Even Odds, Card Counting
2nd
+2
Luck of the Draw, Skin in the Game
3rd
+2
Play Style
4th
+2
Ability Score Improvement
5th
+3
Fold, Extra Attack
6th
+3
Against The Odds, Five Card Push
7th
+3
Chipped Coin, Major Leagues
8th
+3
Ability Score Improvement
9th
+4
Play Style Feature
10th
+4
Ability Score Improvement
11th
+4
Hot Streak
12th
+4
Ability Score Improvement
13th
+5
Play Style Feature
14th
+5
Poker Face
15th
+5
Called Shot
16th
+5
Ability Score Improvement
17th
+6
Play Style Feature
18th
+6
Raise
19th
+6
Ability Score Improvement
20th
+6
Break Even
CLASS FEATURES
As a Gambler, you gain the following class features.
HIT POINTS
Hit Dice: d8
Hit Points at 1st Level: 8 + constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + constitution modifier
PROFICIENCIES
Armor: Light
Weapons: Simple, Martial
Tools: All Gaming Sets
Saving Throws: Constitution, Charisma
Skills: Select 3 from Deception, Intimidation, Insight, Investigation, Perception, Persuasion, Sleight of Hand, and Stealth
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
(a) a greatsword (b) two shortswords, or (c) any martial weapon
(a) a dungeoneer's pack or (b) an explorer's pack.
(a) any two gaming sets
Any simple weapon.
Snake Eyes
You can have miraculous successes when you least expect it. On a roll with advantage or disadvantage made by the gambler, if the two rolls made match, she may treat both as natural 20s.
Even Odds
Your luck gives you a fair shot against even the most insurmountable foes. While wearing no armor and not using a shield, any attacks made against you have their attack modifier cut in half. (Rounded down) The gambler may not benefit from Unarmored Defense while using this feature.
Card Counting
You have great experience in the world of gaming and gambling. You may add twice your proficiency bonus when using any gaming set.
Luck of the Draw
Lady luck can help decide whether you head in or turn tail. As a bonus action on the start of her turn, the gambler can flip a coin. If it lands heads, until her next turn, she has advantage on all attack rolls, and all attack rolls against her also have advantage. If it lands tails, she has disadvantage on all attack rolls, and all attack rolls against her also have disadvantage.
Skin in the Game
When you got skin in the game, you stay in the game, but you ain't going to win unless you play in the game. Starting when you reach gambler level 2, you may roll twice on every gambler level-up's hit die roll made to determine additional max health, and take the higher roll.
Play Style
At 3rd level, you choose a play style that you emulate in the exercise of your gambler abilities. You must decide whether you're an All-In Gambler or a Cash-Out Gambler. Your play style choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.
Ability Score Improvement
When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. You can’t increase an ability score above 20 using this feature.
Fold
You feel no shame in bailing when the odds just aren't working in your favor. When the gambler is below half HP, (rounded up) she can disengage without expending an action.
Extra Attack
You can attack twice, instead of once, whenever you take the attack action on your turn.
Against The Odds
You have a knack for making critical success out of certain failure. When rolling with disadvantage, if one of the dice rolls a natural 20, you may take that roll instead of any lower roll.
Five Card Push
The universe rewards you for stacking yourself up against insurmountable odds. When in melee combat with 3 or more enemies, attacks made by those enemies against you have disadvantage. (Flanking's advantage is neutralized by this)
Chipped Coin
Luck's fine and all, but cheating can be just as rewarding. After seeing the result of a Luck of the Draw, but before making any other actions, the gambler may choose to negate Luck of the Draw's effects.
Major Leagues
Your experience gambling takes you to a variety of places, playing in venues ranging from underground thieve's guild dens to luxurious noble halls and courts. You learn Thieves' Cant, and are treated as having both the Criminal Contacts and Court Functionary background features, even if you don't possess the Criminal or Courtier background.
Hot Streak
The rolls start coming and they don't stop coming. When you land a natural 20 on an attack, skill, or save, you gain advantage on your next attack, skill, or save.
Poker Face
Your many hours spent at the tables have trained you into a cold, stoic, emotionless machine. Or at the very least, to act the part. You gain proficiency in Deception, and if you were already proficient, you may add twice your proficiency bonus to all Deception rolls. Additionally, magic cannot be used to discern your lies.
Called Shot
Combat becomes less of an art, and more of a betting game. When you succeed on an attack roll with any weapon, you may make a guess what number(s) your damage dice will roll. If you are correct, you may roll those damage dice again and may then guess what they will roll, and so on. The minimum damage die this can be used on is a 1d4.
Wager
Your experience as a gambler takes a sudden shift, as you move up from the metaphorical minor leagues to the professional circuit. Starting at level 18, twice per short rest, you may choose to wager up to 25 HP on an attack, in quantities of 5. If the attack is a critical hit, you take no damage, and may add a number of damage die equal to 1/5th of the wagered HP to the critical hit. If the attack is not a critical hit, however, no damage die are added, and you take the HP wagered as untyped damage.
Break Even
One-in-a-million chances are drawn toward you like moths to a flame. When rolling advantage or disadvantage on an attack roll, skill, or save, if both rolls are even numbers, you may treat both rolls as being natural 20s.
Double Or Nothing
Starting at Level 3, you learn to take risks in combat that can result in tremendous success or tremendous failure. After succeeding on an attack, you may flip a coin. If the coin lands heads, the attack will do double the damage. If the coin lands tails, the attack automatically misses.
Casino Royale
Starting at Level 9, your ability to produce extremely successful results in combat increases. If you succeed at a Double or Nothing coin flip, you may then choose to flip another coin. If the coin lands heads, the attack instead does 3x the damage. If it lands tails, you miss, and instead deal the attack's damage (not modified by double or nothing) to yourself.
Shaved Dice
Starting at Level 9, the slimmest chances start producing the greatest reward. You may reroll any damage dice you roll in a critical hit, and take the better of the two rolled.
Triple Seven
Starting at Level 13, you may take even greater risks to produce even greater results. If you succeed at your first and second double or nothing coin flip, you may flip a third coin. If the coin lands heads, the attack instead does 4x the damage. If it lands tails, the attack automatically misses, and you deal the attack's damage (multiplied by 3) to yourself.
Play the Odds
Starting at Level 13, you learn to make powerful successes out of even the littlest things you do. You may now reroll any damage die and take the better roll, rather than just on critical hits.
Russian Roulette
Starting at Level 17, you grow into so much of a risk taker that you can put your own life at stake to see results. If you succeed on your first, second, and third double or nothing coin flip, you may flip another coin. If this coin lands on heads, the attack will now deal 5x damage instead. If this coin lands on tails, the gambler instantly loses all HP, is knocked unconscious, and begins dying.
Clutch
Starting at Level 17, when the attack hits that enemy just right, these dice sing. You may now reroll any damage die you make on critical hits three times, and take the best of the three rolls.
Pay To Win
Starting at level 3, you find a way to implement your savvy spending habits on the field of battle. Before making an attack, the gambler can wager a number of gold to add as a bonus to an attack's damage. Cost increases exponentially, up to a +10 bonus. (10 for a +2, 20 for a +4, 40 for a +6, 80 for a +8, and 160 for a +10) Whether or not the roll is successful, the gold is still expended, now transmuted into worthless, hollow husks of clay.
Live Fast
Starting at level 3, you learn to live the higher life without the higher price. Lifestyle expenses are a tier cheaper than normal.
Haggle Man
Starting at level 9, you are a master with all things bargaining. You gain Advantage & Double Proficiency on all Persuasion and Deception checks made involving haggling, purchase, sale, trade, etc.
High Roller
Starting at level 9, your wallet grows to become infinitely deep. The gambler always has space for carrying currency, and is not encumbered by carrying excessive amounts of currency.
Jackpot
Starting at level 13, profits have a strange way of just falling in your lap. Once per game session, the gambler can make the DM roll twice for randomized, not-already-pre-established loot held on a creature or in a chest, and take the better roll. The gambler can't know what the loot is beforehand before making the DM reroll.
Snag
Starting at level 13, the character gains proficiency in Sleight of Hand, if they didn't already. Once per short rest, if an enemy is within melee range and misses with a weapon attack or spell casted through a focus, the gambler may use her reaction to make a sleight of hand check VS the enemy's strength or dexterity save. (Whichever is higher) The gambler must have a free hand to do this, but she may sheathe or drop what she's carrying immediately before making the attempt. Snag's use is not expended if the gambler fails the check. If the gambler succeeds, she snatches the item away from the attacker and wields it herself, gaining automatic proficiency in use of this item for 1d4 rounds.
Robber Baron
Starting at level 17, if you use snag, and the snagged item is magic and requires attunement, the gambler is also treated as attuned to this magic item for the same 1d4 rounds she has proficiency in it. Additionally, she may now use snag in place of her opportunity attack, though using it in this way still expends its once-per-short-rest use.
Over My Dead Body
Starting at level 17, you gain the ability to cheat death, at a price. After the gambler has died, within 1 minute of her death, she may choose to be instantly resurrected back to full HP. In doing this, she expends all of the currency, gems, and non-magic items she owns, with a minimum 20,000 gold value expended by doing this. This happens no matter where the items, gems, or money in question is stored. This also includes any houses, castles, ships, vehicles, mounts, anything mundane that the gambler owns is expended doing this. They are destroyed immediately when this is done, smaller items instantly disappearing while larger items, like vehicles and housing, are burnt down with unquenchable flames.
I wrote The Gambler as a sort of Semi-Skill Monkey / High Single-Target Damage Non-Magic Class that focuses on luck-based risk-taking abilities, as well as some abilities that scale to somewhat even the odds with even the most powerful enemies, with archetypes centering around either occasionally massive damage or acquiring and utilizing vast amounts of currency.
The Gambler
Level
Proficiency Bonus
Features
1st
+2
Snake Eyes, Even Odds, Card Counting
2nd
+2
Luck of the Draw, Skin in the Game
3rd
+2
Play Style
4th
+2
Ability Score Improvement
5th
+3
Fold, Extra Attack
6th
+3
Against The Odds, Five Card Push
7th
+3
Chipped Coin, Major Leagues
8th
+3
Ability Score Improvement
9th
+4
Play Style Feature
10th
+4
Ability Score Improvement
11th
+4
Hot Streak
12th
+4
Ability Score Improvement
13th
+5
Play Style Feature
14th
+5
Poker Face
15th
+5
Called Shot
16th
+5
Ability Score Improvement
17th
+6
Play Style Feature
18th
+6
Raise
19th
+6
Ability Score Improvement
20th
+6
Break Even
CLASS FEATURES
As a Gambler, you gain the following class features.
HIT POINTS
Hit Dice: d8
Hit Points at 1st Level: 8 + constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + constitution modifier
PROFICIENCIES
Armor: Light
Weapons: Simple, Martial
Tools: All Gaming Sets
Saving Throws: Constitution, Charisma
Skills: Select 3 from Deception, Intimidation, Insight, Investigation, Perception, Persuasion, Sleight of Hand, and Stealth
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
(a) a greatsword (b) two shortswords, or (c) any martial weapon
(a) a dungeoneer's pack or (b) an explorer's pack.
(a) any two gaming sets
Any simple weapon.
Snake Eyes
You can have miraculous successes when you least expect it. On a roll with advantage or disadvantage made by the gambler, if the two rolls made match, she may treat both as natural 20s.
Even Odds
Your luck gives you a fair shot against even the most insurmountable foes. While wearing no armor and not using a shield, any attacks made against you have their attack modifier cut in half. (Rounded down) The gambler may not benefit from Unarmored Defense while using this feature.
Card Counting
You have great experience in the world of gaming and gambling. You may add twice your proficiency bonus when using any gaming set.
Luck of the Draw
Lady luck can help decide whether you head in or turn tail. As a bonus action on the start of her turn, the gambler can flip a coin. If it lands heads, until her next turn, she has advantage on all attack rolls, and all attack rolls against her also have advantage. If it lands tails, she has disadvantage on all attack rolls, and all attack rolls against her also have disadvantage.
Skin in the Game
When you got skin in the game, you stay in the game, but you ain't going to win unless you play in the game. Starting when you reach gambler level 2, you may roll twice on every gambler level-up's hit die roll made to determine additional max health, and take the higher roll.
Play Style
At 3rd level, you choose a play style that you emulate in the exercise of your gambler abilities. You must decide whether you're an All-In Gambler or a Cash-Out Gambler. Your play style choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.
Ability Score Improvement
When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. You can’t increase an ability score above 20 using this feature.
Fold
You feel no shame in bailing when the odds just aren't working in your favor. When the gambler is below half HP, (rounded up) she can disengage without expending an action.
Extra Attack
You can attack twice, instead of once, whenever you take the attack action on your turn.
Against The Odds
You have a knack for making critical success out of certain failure. When rolling with disadvantage, if one of the dice rolls a natural 20, you may take that roll instead of any lower roll.
Five Card Push
The universe rewards you for stacking yourself up against insurmountable odds. When in melee combat with 3 or more enemies, attacks made by those enemies against you have disadvantage. (Flanking's advantage is neutralized by this)
Chipped Coin
Luck's fine and all, but cheating can be just as rewarding. After seeing the result of a Luck of the Draw, but before making any other actions, the gambler may choose to negate Luck of the Draw's effects.
Major Leagues
Your experience gambling takes you to a variety of places, playing in venues ranging from underground thieve's guild dens to luxurious noble halls and courts. You learn Thieves' Cant, and are treated as having both the Criminal Contacts and Court Functionary background features, even if you don't possess the Criminal or Courtier background.
Hot Streak
The rolls start coming and they don't stop coming. When you land a natural 20 on an attack, skill, or save, you gain advantage on your next attack, skill, or save.
Poker Face
Your many hours spent at the tables have trained you into a cold, stoic, emotionless machine. Or at the very least, to act the part. You gain proficiency in Deception, and if you were already proficient, you may add twice your proficiency bonus to all Deception rolls. Additionally, magic cannot be used to discern your lies.
Called Shot
Combat becomes less of an art, and more of a betting game. When you succeed on an attack roll with any weapon, you may make a guess what number(s) your damage dice will roll. If you are correct, you may roll those damage dice again and may then guess what they will roll, and so on. The minimum damage die this can be used on is a 1d4.
Wager
Your experience as a gambler takes a sudden shift, as you move up from the metaphorical minor leagues to the professional circuit. Starting at level 18, twice per short rest, you may choose to wager up to 25 HP on an attack, in quantities of 5. If the attack is a critical hit, you take no damage, and may add a number of damage die equal to 1/5th of the wagered HP to the critical hit. If the attack is not a critical hit, however, no damage die are added, and you take the HP wagered as untyped damage.
Break Even
One-in-a-million chances are drawn toward you like moths to a flame. When rolling advantage or disadvantage on an attack roll, skill, or save, if both rolls are even numbers, you may treat both rolls as being natural 20s.
Double Or Nothing
Starting at Level 3, you learn to take risks in combat that can result in tremendous success or tremendous failure. After succeeding on an attack, you may flip a coin. If the coin lands heads, the attack will do double the damage. If the coin lands tails, the attack automatically misses.
Casino Royale
Starting at Level 9, your ability to produce extremely successful results in combat increases. If you succeed at a Double or Nothing coin flip, you may then choose to flip another coin. If the coin lands heads, the attack instead does 3x the damage. If it lands tails, you miss, and instead deal the attack's damage (not modified by double or nothing) to yourself.
Shaved Dice
Starting at Level 9, the slimmest chances start producing the greatest reward. You may reroll any damage dice you roll in a critical hit, and take the better of the two rolled.
Triple Seven
Starting at Level 13, you may take even greater risks to produce even greater results. If you succeed at your first and second double or nothing coin flip, you may flip a third coin. If the coin lands heads, the attack instead does 4x the damage. If it lands tails, the attack automatically misses, and you deal the attack's damage (multiplied by 3) to yourself.
Play the Odds
Starting at Level 13, you learn to make powerful successes out of even the littlest things you do. You may now reroll any damage die and take the better roll, rather than just on critical hits.
Russian Roulette
Starting at Level 17, you grow into so much of a risk taker that you can put your own life at stake to see results. If you succeed on your first, second, and third double or nothing coin flip, you may flip another coin. If this coin lands on heads, the attack will now deal 5x damage instead. If this coin lands on tails, the gambler instantly loses all HP, is knocked unconscious, and begins dying.
Clutch
Starting at Level 17, when the attack hits that enemy just right, these dice sing. You may now reroll any damage die you make on critical hits three times, and take the best of the three rolls.
Pay To Win
Starting at level 3, you find a way to implement your savvy spending habits on the field of battle. Before making an attack, the gambler can wager a number of gold to add as a bonus to an attack's damage. Cost increases exponentially, up to a +10 bonus. (10 for a +2, 20 for a +4, 40 for a +6, 80 for a +8, and 160 for a +10) Whether or not the roll is successful, the gold is still expended, now transmuted into worthless, hollow husks of clay.
Live Fast
Starting at level 3, you learn to live the higher life without the higher price. Lifestyle expenses are a tier cheaper than normal.
Haggle Man
Starting at level 9, you are a master with all things bargaining. You gain Advantage & Double Proficiency on all Persuasion and Deception checks made involving haggling, purchase, sale, trade, etc.
High Roller
Starting at level 9, your wallet grows to become infinitely deep. The gambler always has space for carrying currency, and is not encumbered by carrying excessive amounts of currency.
Jackpot
Starting at level 13, profits have a strange way of just falling in your lap. Once per game session, the gambler can make the DM roll twice for randomized, not-already-pre-established loot held on a creature or in a chest, and take the better roll. The gambler can't know what the loot is beforehand before making the DM reroll.
Snag
Starting at level 13, the character gains proficiency in Sleight of Hand, if they didn't already. Once per short rest, if an enemy is within melee range and misses with a weapon attack or spell casted through a focus, the gambler may use her reaction to make a sleight of hand check VS the enemy's strength or dexterity save. (Whichever is higher) The gambler must have a free hand to do this, but she may sheathe or drop what she's carrying immediately before making the attempt. Snag's use is not expended if the gambler fails the check. If the gambler succeeds, she snatches the item away from the attacker and wields it herself, gaining automatic proficiency in use of this item for 1d4 rounds.
Robber Baron
Starting at level 17, if you use snag, and the snagged item is magic and requires attunement, the gambler is also treated as attuned to this magic item for the same 1d4 rounds she has proficiency in it. Additionally, she may now use snag in place of her opportunity attack, though using it in this way still expends its once-per-short-rest use.
Over My Dead Body
Starting at level 17, you gain the ability to cheat death, at a price. After the gambler has died, within 1 minute of her death, she may choose to be instantly resurrected back to full HP. In doing this, she expends all of the currency, gems, and non-magic items she owns, with a minimum 20,000 gold value expended by doing this. This happens no matter where the items, gems, or money in question is stored. This also includes any houses, castles, ships, vehicles, mounts, anything mundane that the gambler owns is expended doing this. They are destroyed immediately when this is done, smaller items instantly disappearing while larger items, like vehicles and housing, are burnt down with unquenchable flames.