Gambler.

Roguish Archetype.

A rogue who is adept at gambling with fate to twist the odds in their favor.

Overview

Charming and deceptive, the gambler has an uncanny way of always having the dice in their favor. They like to roll against the odds, and sometimes even put a little “extra” into the game to ensure a win. Their quick wits and steady will never fail, even with a losing hand. Their skill and wit seem to step into the realm of the supernatural. 

Not all gamblers necessarily gamble with normal tavern games. Some gamble on life and death.

Gambler Features

Rogue LevelFeature
3rdFortune Favors the Bold, Sharp Eye, Roll the Bones
9thDouble or Nothing
13thLoaded Dice
17thTwisted Fate

Fortune Favors the Bold

Beginning when you select this archetype at 3rd level, you gain proficiency in all gaming sets of chance or with a gambling component. This includes the dice set, playing card set, and Three-Dragon Ante set.

You are also excellent at making money while traveling. When you spend downtime to gamble you may make an extra Dexterity (Sleight of Hand) check. If this check results in four(4) successes you earn triple the amount you bet. However, on one(1) success you lose all the money you bet, instead of half the money you bet.

*Review the rules on Downtime Activities from Xanathar’s Guide to Everything for more details on Gambling during downtime

Sharp Eye

Your experience in gambling and playing against opponents has given you an uncanny ability to see when someone is attempting to bluff or lie to you. Starting when you choose this archetype at 3rd level, you gain advantage on all Wisdom (Insight) checks to see if someone is attempting to deceive you or keep something hidden.

Roll the Bones

Gambling against fate or the god’s of luck, beginning when you select this archetype at 3rd level, you gain the ability to attempt to twist fate in your favor. Whenever you roll the d20, you may choose to roll 2d4 on the Roll the Bones table for an additional effect. You can wait until after you roll the d20 before deciding to use Roll the Bones, but must decide before the DM says whether the roll succeeds or fails. A d20 may only be influenced once with Roll the Bones.

Additionally, you may use your Sneak Attack on any attack roll you make influenced by a use of your Roll the Bones feature. You may use the Roll the Bones feature a number of times per day equal to your Proficiency Bonus.

 Roll the Bones

2d4Effect
2Fate is completely against you. Change the d20 to a 1.
3You reduce the d20 roll by 5 to a minimum of 1.
4Reroll the d20, you must use the new roll.
5You increase the d20 roll by 5 to a maximum of 20.
6You increase the d20 roll by 10 to a maximum of 20.
7Fate favors you. Change the d20 to a 20.
8Fate is completely on your side, for the next minute you increase all rolls of the d20 by 5, to a maximum of 20.

 

Double or Nothing

At 9th level, you can attempt to gamble with fate, even when others dare not. As a bonus action you and an opposing creature each roll the d20. Whoever has the highest roll gains advantage on all skill checks against the other for the next one (1) hour. You may only use this on a creature once per 24 hours.

Loaded Dice

Starting at 13th level, you have found that sometimes you must make your own luck. Twice per day when you use your Roll the Bones feature you may roll 1d4+4 instead of 2d4.

    Twisted Fate

    Through your time gambling against friend, foe, and the god’s of luck you now rely on fate and attempt to twist it whenever misfortune falls upon you. Starting at  17th level, whenever you fail a saving throw, skill check, or attack roll you may choose to use your Roll the Bones feature.