High Roller

Fortune is a fickle thing—unless you’re a high roller. These gunslingers are master card sharps and dice throwers that mix their love of risk with their talent for gunplay. High rollers push their luck until it runs out, then push harder. Why settle for just a win when you could bet it all and win big?

 

Level 3: Bonus Proficiencies

You gain proficiency with all gaming sets and in your choice of one of the following skills: Deception, Insight, or Perception.

 

Level 3: All In

ALL IN

You can use your bonus action when you make an ability check or attack roll, or your reaction when you make a saving throw to expend and roll one of your risk dice. You choose to do this after you roll the d20 but before the GM says whether the roll succeeds or fails.

If you roll a 1 on your risk die, you fail the ability check, attack roll, or saving throw, regardless of the result. Otherwise, you add the number rolled on your risk die to the result.

 

Level 3: Liar's Dice

When you make an ability check, attack roll, or saving throw, you can roll the d20 in secret and declare any result you wish. If the GM chooses to call your bluff, reveal the number rolled on the d20. If you were telling the truth, treat the result as if you rolled a 20. If you were telling a lie, roll the d20 again and use the lowest of the rolls. If the GM chooses not to call your bluff, you use the result you declared regardless of what you rolled.

You can choose to roll in secret a number of times equal to 1 + your Charisma modifier (a minimum of once), and you regain all expended uses when you finish a long rest.

 

Level 7: Risky Business

When you make an attack roll against a hostile creature or a hostile creature forces you to make a saving throw and you don't have disadvantage, you can choose to make the roll with disadvantage. When you do, you regain an expended risk die.

 

Level 10: Boom and Bust

When you score a critical hit on a ranged firearm attack, you can roll the damage twice and use the higher of the two results. When you roll a 1 on a ranged firearm attack roll, you can choose to take psychic damage equal to your proficiency bonus or lose this feature’s critical hit benefit for the next minute.

 

Level 14: Double or Nothing

When you score a critical hit with a firearm, you can roll two additional d20s. Treat these d20s as if they were ranged attack rolls you made against the target with a firearm. If they both miss, your critical hit becomes a normal hit. If either of these d20s would score a critical hit, roll all of the attack’s damage dice three times and add them together, instead of only two times as normal for a critical hit. Otherwise, the critical hit happens as normal.


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