Idle Death Gambler
Based off of jujutsu kaisen’s kinji hakari
Quick build: your highest stat should be charisma followed by strength or dexterity. Your background should be charlatan
Hit Dice: 1d10
Proficiencies: arcana and pick 2: sleight of hand, deception, perception, insight, athletics, acrobatics
Weapons: all weapons, unarmed strikes
Armors: all armors
Saving throws: charisma and strength or dexterity
Spell save DC: 9+prof mod+cha mod
Starting equipment:
1 martial weapon OR 2 simple weapons
Chainmail armor or leather armor
A pouch containing 5d6 gold pieces
Dungeoneers pack or explorers pack
A game set of your choice
Abilities per level:
1-fighting style, simple reverse cursed technique
2-gambler’s instinct
3-energy nature, base gambler techniques
5-gambler’s instinct improvements, all-or-nothing strike
7-advanced gambler techniques
10-gamblers domain
11-gambler’s instinct improvements
13-domain resonance, cursed overdrive
14-expertise in: sleight of hand, deception and insight
17-enhanced speed (+10 movement speed), gambler’s resolve
20-jackpot goal reroll
Simple reverse cursed technique:
For 5 CE points you can use cursed energy to heal yourself or another living creature. You get healed by 1d10+idle death gambler level
New Feature: Gambler's Instinct.
Level 2: You can use your bonus action to enter a heightened state of awareness. For the rest of your turn, your walking speed is increased by 10 feet, and you have advantage on your first attack roll. (this feature can be used an amount equal to your cha mod, minimum of 1, per long rest)
Level 5: When you use your Gambler's Instinct, you can make one additional weapon attack as part of the Attack action.
Level 11: When you use your Gambler's Instinct, you can make two additional weapon attacks instead of one.
Base gambler techniques:
1-shutters doors: As a bonus action, you can summon a pair of sliding doors to a space you can see within 10 feet of you. They function as a half-cover shield, granting a +2 bonus to AC and Dexterity saving throws to creatures behind them. The doors are an object with AC 15 and 20 hit points. Alternatively, you can use your action to force the doors to shut on a target that occupies the same space as them dealing 1d8 bludgeoning damage whoever doing this makes it so they automatically disappear after shutting on the creature. Summoning doors costs 2 CE. Maintaining them costs 1 CE per turn as a bonus action.
2-pachinko balls: As an action, you can spend 2 CE to summon and launch a shower of glowing pachinko balls at a target within 60 feet. Make a ranged spell attack for each ball, with the number of balls equal to your proficiency bonus. On a hit, a ball deals 1d4 bludgeoning damage. You can choose to concentrate the attacks on a single creature or split them among multiple creatures.
3-slots impact: As an action, you can spend 10 CE to summon a comically large slot machine that drops onto a 15-foot cube you choose within 60 feet. Each creature in that area must make a Dexterity saving throw against your Spell Save DC. On a failed save, a creature takes 4d8 bludgeoning damage and is knocked prone. On a successful save, it takes half as much damage and isn't knocked prone. (This damage is scaled to be more appropriate for a high CE cost at lower levels)
Energy nature
You’ve learned how to physically manifest your raw cursed energy and give it a unique nature, roll 1d12 to determine your CE nature for the rest of the campaign. You can use this feature to manifest your energy for 1 turn a number of times equal to your Charisma modifier (minimum of once) at the cost of 4 CE. You regain all expended uses when you finish a long rest
1-wet: if you miss an attack against a chosen target their AC will drop by 1 for creatures other than you until the start of your next turn.
2-rough: your cursed energy has taken to a nature as to where when you are hit by an attack infused with it, it will feel akin to sand paper. +1d4 slashing damage
3-dense: your cursed energy is tightly packed together so it is exceptionally dense. You can use your reaction against an incoming attack to increase your AC by +1, or alternatively If you use this offensively, +1d4 bludgeoning damage
4-hot: your cursed energy has taken on a nature similar to fire making it hot to the touch. For 1 rounds of combat at the start of whoever you hit’s turn they take 1d4 fire damage
5-electric: your cursed energy has taken the properties of lightning making it appear as an electrical aura around your body and shocking all who you come in contact with. +1d4 lightning damage
6-cold: your cursed energy has taken the properties of ice making it so cold it can freeze water. +1d4 cold damage
7-divergent: whenever you hit a creature you can force them to roll a strength save, on a failed saving throw whoever you hit is pushed back 5 feet and if it hits another object they’ll take an extra +1d4 bludgeoning damage
8-unstable: On impact, your cursed energy creates a thunderous boom. The target must succeed on a Constitution saving throw against your Spell Save DC or have disadvantage on attack rolls made against you until the end of its next turn.
9-sticky: Your cursed energy becomes like a thick, gooey adhesive. Whenever you hit a creature with a weapon attack, you can expend 3 CE to apply a sticky residue. The target's movement speed is halved until the end of its next turn.
10-convergent: whenever you hit someone you can pick another creature within 30 feet to be pulled 5 feet towards you.
11-misty: your cursed energy takes in the characteristics of mist making it appear as if it is nothing but a colored cloud of mist around you. Whoever you hit has to roll a con save and if they fail they go blind for 1 round of combat
12-bright: your cursed energy serves as a light source illuminating everything within 50 feet of you (15 feet bright light, 50 feet dim light) and attacks deal 1d4 radiant damage
CE points (your CE recovers an amount equal to your idle death gambler level on a short rest and fully recovers on a long rest)
1: 4+Cha
2: 6+Cha
3: 8+Cha
4: 10+Cha
5: 13+Cha
6: 15+Cha
7: 17+Cha
8: 19+Cha
9: 21+Cha
10: 23+Cha
11: 25+Cha
12: 27+Cha
13: 29+Cha
14: 31+Cha
15: 33+Cha
16: 36+Cha
17: 38+Cha
18: 40+Cha
19: 43+Cha
20: 45+Cha
All or Nothing Strike (Level 5)
Once per turn, when you make an attack roll with a weapon or unarmed strike, you can spend 3 CE to declare it an All or Nothing Strike.
If the attack hits, you can add an extra 2d6 damage.
If the attack misses, you have disadvantage on all attack rolls until the end of your next turn
Advanced gambler techniques
1-cargo haul: a shipping container drops from the sky and you kick/punch it launching it forward 50 feet (the dimensions are 15ft long, 10ft wide) everyone in the way must roll a dex save or take 1d20 bludgeoning damage, on a successful save they’ll take 1d10 instead
2-rendezvous: you use 10 of your cursed energy to create a 50 foot long subway train that will move from point A to point B (which cannot be more than 100 feet apart and do not have to be on the ground). If you’re caught in its path you must roll a dexterity saving throw, if you fail you’ll take 3d12 bludgeoning damage and be pushed to point B, On a successful save you’ll take half damage and stay where you were originally.
3-wall of cards: Similar to shutter doors you can create a comically large playing card which costs 2 CE to manifest and no CE consumption after summoning them. You can use this to create cover and structures. A cards AC is 14 and has 15 hp
Gambler's Domain
Cost: 1 action and 20 CE
Mechanics: When the domain is active, you gain a pool of "Jackpot Dice" (e.g., 3d12). When you successfully hit a creature with a weapon attack, you can expend one of your Jackpot Dice and add it to the damage roll.
Jackpot Goal: The domain lasts for 1 minute. During this time, you must deal a certain total amount of damage whilst inside a jackpot effect (half the maximum hit points of whichever creature’s hp maximum is the highest, which the DM would reveal).
Jackpot Result: If you succeed in hitting the target and dealing the required damage within the time limit, you achieve a "Jackpot!" You (or alternatively one of you allies if you choose to give it to them instead) gain one of the following benefits for 1 minute:
Benefits
Advantage on all rolls for until the end of your next turn
+20 feet to your movement speed for an hour
Resistance to 1 damage type of your choice for 1 minute
Your regain half of your maximum hit points (the 1 minute time limit doesn’t effect this)
Penalty
For 1 minute your movement speed is halved and you have disadvantage on dex saves
Lose all CE for 2 minutes and can’t use gambler’s domain until after you finish a long rest
disadvantage on all attack rolls and saving throws for 1 minute.
You become restrained for 12 seconds
You take 2d10 psychic damage and can’t move till your next turn
All hostile creatures within 15 get healed 1d20+your level
Domain stats (can only be broken from the outside)
AC-14
HP-75
Appearance: from the outside the domain appears as a black or white dome (your choice). That when broken shatters akin to glass. If the domain is broken before an outcome is reached than nothing happens
Domain Resonance (Level 13)
While your Gambler's Domain is active, your attacks ignore resistance and are treated as magical for the purpose of overcoming resistance and immunity. You also gain a bonus to your AC equal to half your Charisma modifier (rounded down, minimum of 1). This is a strong, unique feature that rewards successful use of your domain without granting excessive attacks.
Cursed Overdrive (Level 13)
You have mastered your unique Energy Nature, learning to draw out its full potential. The cost to activate your Energy Nature feature is reduced from 4 CE to 2 CE.
In addition, when you use your Energy Nature, you can choose to amplify its effect, applying a secondary, more powerful bonus for the turn.
Wet: If you miss an attack against a chosen target, the creature's AC is reduced by 2 until the start of your next turn.
Rough: Your attacks inflict an additional 1d8 slashing damage.
Dense: When you use your reaction to increase your AC, the bonus becomes +2. When used offensively, your attacks inflict an additional 1d8 bludgeoning damage.
Hot: Creatures you hit with an attack take 1d8 fire damage at the start of their next turn.
Electric: Your attacks inflict an additional 1d8 lightning damage.
Cold: Your attacks inflict an additional 1d8 cold damage.
Divergent: On a failed save, the creature is pushed back 10 feet, and if it hits an object or another creature, it takes 1d8 bludgeoning damage.
Unstable: On a failed save, the creature has disadvantage on all attack rolls and saving throws until the end of your next turn.
Sticky: The cost is reduced to 2 CE. On a failed save, the creature is also restrained until the end of your next turn.
Convergent: You can pull a creature up to 10 feet toward you.
Misty: On a failed save, the creature is blinded for 1 minute (concentration).
Bright: You can choose to emit bright light in a 50-foot radius and dim light for another 50 feet and you deal 1d8 radiant damage
Jackpot goal rerollWhenever you activate gambler’s domain you can roll 4d20’s for a new jackpot goal
Subclass: hand of the high roller
This subclass leans into the high-risk, high-reward nature of the gambler's domain. The High Roller is a master of fate, seeking to control the odds and land devastating strikes, and this subclass is a direct pathway to accomplishing that. The High Roller can make things go their way, or suffer great consequences.
When you make a melee attack against a creature before rolling, you can expend 3 CE to declare a Risky Play. You can add an extra 2d6 of the damage type of your choice to the damage roll. You can increase the damage by 1d6 for every 2 additional CE you spend. If you miss, you take half of the intended damage as psychic damage
As a bonus action, you can expend 2 CE to gain advantage on a single attack roll, ability check, or saving throw that you make before the end of your next turn. You can also use this on an enemy, giving them disadvantage. You can use this a number of times equal to your proficiency bonus per day.
When you use your Risky Play feature and roll a maximum number on any of the bonus damage dice, you can choose to reroll one of the damage dice and add it to the damage roll. If reroll fails to land on max damage than all the bonus damage is halved
At 15th level, you can summon a deck of cards as an action. Each card drawn grants you or an ally a temporary boon or places a curse on an enemy. This can be used once per long rest, and the effects last for one minute.
King of Hearts: You gain a bonus to AC equal to your Charisma modifier.
The Joker: You gain advantage on your next saving throw
The Queen of Spades: Your movement speed is doubled.
The Ace of Spades: When you deal damage, you can choose to roll one additional damage die.
Subclass: hand of the loaded die
This subclass focuses on deception, control, and setting the odds in your favor before you strike. While other Gamblers embrace the chaos of luck, a master of the Loaded Die seeks to manipulate the game from the shadows. These characters are experts in misdirection, using their Cursed Energy to tip the scales just enough to guarantee their victory. They excel at manipulating their opponents and exploiting their own "bad luck" to set up devastating counterattacks.
You learn how to subtly influence the flow of Cursed Energy. As a bonus action, you can expend 2 CE to place a "loaded" effect on an enemy you can see within 30 feet. The next attack roll, saving throw, or ability check that enemy makes before the end of its next turn has a 50% chance to be rolled with advantage or disadvantage (roll a d4 to determine this, odds=disadvantage, evens=advantage). You can use this feature once per short or long rest. This feature lasts till the advantage/disadvantage is used
When a creature you have marked with your Cheat the Odds feature successfully lands an attack on you, you can use your reaction to make a single unarmed strike against them. This attack deals an additional 1d6 psychic damage, representing the enemy's moment of false confidence being shattered by your prepared counter.
As an action, you can expend 5 CE to create a duplicate of yourself within 30 feet. The duplicate is an illusion that lasts for 1 minute or until it is destroyed by an attack. The duplicate has an AC of 10 and 1 hit point. When an enemy targets you with an attack, you can use your reaction to swap places with the duplicate. The enemy's attack now targets the duplicate
Your Cheat the Odds feature now allows you to choose to inflict advantage or disadvantage on your marked target, instead of flipping a coin. Additionally, when you successfully hit a creature that has disadvantage on their roll due to your Cheat the Odds feature, you gain advantage on your next attack roll against that creature.