A fan of contracts, luck and bravado, your otherwordly patron is the Gambler, a being who entrusts warlocks with a piece of power to further expand their influence through the same process, sealing a deal with other creatures. To be recognized and rewarded by their patron is the goal of these warlocks, allowing them to continue the cycle to claim unimaginable power, and impossible luck.
Expanded Spell List
The Gambler lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Gambler Expanded Spells
Spell level |
Spells |
1st |
command, identify |
2nd |
arcanist’s magic aura, detect thoughts |
3rd |
non detection, tiny servant |
4th |
confusion, secret chest |
5th |
animate objects, geas |
Sense of Worth
Starting at 1st level, you have a magical sense for coin and value. Whenever you touch a magical or non-magical object, you learn its average price, alongside a small price variation.
Additionally, when you play a gambling game, you can instantly tell if dice are loaded or card decks have been stacked.
Gambler's Stash
Also at 1st level, your connection to The Gambler is represented by a small pouch, which can be open only by you, always teleports back to you and holds an infinite amount of gold pieces. This pouch also gives you the following features:
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Gambler's Coin. Alongside your deal, your soul is placed inside an eldritch coin known as the Gambler's Coin. The coin can act as a magical focus for all your warlock spells and will always fall on the side you want it to.
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Gambler's Favor. Your pouch fills with Tokens representative of your Patron's favor. These can be little trinkets, poker chips or even cards. At the end of every Long Rest, you gain a number of Tokens equal to twice your proficiency modifier, provided you do not already have more. If you bring a creature of CR 1 or greater to 0 hit points, you gain a number of Tokens equal to its CR. You can never have more Tokens than three times your level in this class, to a maximum of 20 Tokens starting at level 7 and above.
Gambler's Shop
Lastly, also at 1st level. You gain access to the Gambler's Shop. By chanting an incantation for 1 minute, you can teleport to the Gambler's Shop. Once there, you can buy any number of deals by spending the number of Tokens required in the Gambler's Shop list. You may only use a Deal once for each time you bought it, and any unused Deals vanish after you complete a Long Rest. You can stay in the shop for a duration of 1 minute, before being teleported back
The House Always Wins
At 6th level, you've learn how to stack the cards and the odds in your favor. When you make a contested check against any creature, you can choose to automatically succeed that check, whatever it may be. You can use this ability once per short rest.
Take A Chance
When you reach 10th level, you learn how to use your favor in reckless gambles. As a reaction to any die being rolled, you can spend any amount of favor Tokens and guess whether the die will show an even or odd number. If you are correct, you can choose to either add or subtract a number of d6s equal to the favor Tokens spent from the die roll. If you are wrong, you lose the tokens.
All In
At the 14th level, your link with The Gambler is unbreakable, even in the most dire of circumstances. At any time (no action required), including when it is not your turn, you can instantly buy one Deal from the Gambler's Shop, regardless of if you you have the Tokens for that deal or not. Once you’ve used this feature, you can’t use it again until you complete a long rest.
Gambler's Shop List
Every deal has a Token cost associated with it and may only be bought a number of timer equal to the number stated per long rest. Any deal not used is lost at the end of the next long rest.
Always On My Side |
15 Tokens |
can be bought once/long rest You can cast the dominate person spell once without expanding a spell slot. |
Blood Money |
3 Tokens |
can be bought once/long rest When being healed, you may spend a number of Hit Dice to roll equal to your proficiency Modifier, you add the total rolled to add to the healing. |
Borrowed Time |
5 Tokens |
can be bought once/long rest As a reaction to a creature you can see within 30 feet of you taking damage, you can delay the damage. The affected creature only takes half the damage, and after 1 minute takes the other half. |
Double or Nothing |
4 Tokens |
can be bought once/long rest As a reaction to successfully hitting an attack, you may flip a coin, and guess on which side it will land. If you guess correctly, you double the damage you deal with that attack. If you guess incorrectly, your attack deals no damage. |
Lucky Charm |
3 Tokens |
can be bought indefinitely As a reaction to making an ability check, you may influence your luck and add 1d12 to your ability check. If you still fail, you must subtract 1d6 from your next ability check. You cannot use multiple lucky charms on the same check. |
On The House |
10 Tokens |
can be bought once/long rest When being asked to pay for something, you can use your magical influence. As an action, you can cause a target of your choice who is selling you something to make a Wisdom saving throw against your Spell Save DC. On a failure, they sell you the item for free, and rationalize that it’s a good deal. A creature that is immune to charms is immune to this effect. |
Protectionism |
4 Tokens |
can be bought once/long rest When you would be reduced to 0 hit points, you can choose to fall to 1 hit point instead. |
Run For Your Money |
4 Tokens |
can be bought twice/long rest You can cast the misty step spell once without expanding a spell slot. |
Stack the Deck |
1 Token |
can be bought 3 times/long rest As an action, when looking at a stacked deck or loaded dice, you change the tides of luck. You can magically stack a deck of cards in your favor or have dice fall on a side you want. |
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