Forges and Folklore

Rogue Archetype – The Gambler

Introducing the Gambler Rogue, another subclass/archetype for you to play around with in your games. Masters at manipulating the odds and making money, they make great friends, or purse-emptying enemies. Far more dastardly than your common pickpocket, they’ll rob you blind and have you thinking it was fun.

We have a suite of level 3 abilities for when you take this class. First its Lifetime Gamer, a simple proficiency skill. Next is Spare Change, a ribbon-like ability that allows the Gambler to save some coin each day by scrounging up funds for small purchases (feel free to change the values on this skill to what you feels fits well for the economy of your game). Lastly we have the staple combat skill of subclass, Gambler’s Fallacy. This skill allows the Gambler to turn around misfortune, granting “Karma” points from unlucky rolls that can be used to improve future ones.

At level 9 we have a general utility skill in Bluff that gives the Gambler Rogue some incentive to put points into their Charisma, allowing them to bluster their way through contests a bit better. 13 brings Sizing the Mark, an information gathering skill akin to the Battlemaster Fighter’s Know Thy Enemy or the Mastermind Rogue’s Insightful Manipulator.

Lastly, the subclass capstone at 17 is an improvement to Gambler’s Fallacy, granting a higher maximum number of points, a recharge mechanism so you always start the fight with some points available, and a buff when at max points that allows the player to strategize between a powerful, persistent buff and the general utility of spending these points.


Lifetime Gamer

Years of frequenting game halls and back alley gambling rings have made you a master of various types of games. Beginning when you choose this subclass at level 3, you may either gain proficiency in one gaming set of your choice, or gain expertise in one gaming set that you are already proficient in.

Spare Change

You are always able to come up with a few pieces of coin when it matters most. Beginning at level 3, whenever you need to pay for something that costs 2 gold pieces or less (e.g. buying traveling supplies, bribing a guard, renting a horse), you may use this ability to cover the cost. The expense is covered with loose change you happen to have chanced upon recently, and is not deducted from any gold in your inventory. You may use this ability once per long rest.

The maximum expense you can cover using this ability increases to 5gp at level 7, 10gp at level 11, and 20gp at level 18.

Gambler’s Fallacy

You don’t stay unlucky for long. Starting at level 3, whenever you fail an attack roll, or an enemy creature you can see makes an attack against you with advantage, you gain one Karma point. You may not have more than two Karma points at any time.

Before you make an attack roll, saving throw, or ability check you may spend a Karma point to gain advantage on that roll. Additionally, whenever another creature you can see attempts an attack roll, you may spend a Karma point to force them to roll at disadvantage.

Bluff

You have developed a presence of character that makes you seem better at most things you do. Beginning at level 9, you may add your Charisma modifier to your initiative, as well as any ability checks contested by a target you can see (if the ability check already uses your Charisma modifier, you still add it again).

Sizing the Mark

You are an expert at finding the perfect targets for fleecing. A combination of rich, dumb, gullible, and drunk are ideal. Beginning at 13th level, if you observe another creature for at least one minute you learn the following information:

  • The creature’s Intelligence, Wisdom, or Charisma relative to yours (one of your choice)
  • Its proficiency bonus relative to yours
  • Its approximate lifestyle category (Wretched, Squalid, Poor, Modest, Comfortable, Wealthy, Aristocratic)
  • Roughly how intoxicated the creature is

Advanced Gambler’s Fallacy

Your maximum number of Karma points increases to three. Additionally, any time you roll initiative while you have 0 Karma points, you immediately gain 2 Karma points.

Finally, while you have max karma points, you score a critical hit on a roll of 19 or 20.


Let me know what you think of the Gambler Rogue in the comments, I’d love to hear if anyone gives it a shot in one of their games!

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