Class Level Feature
1 Risk and Reward
You have an innate connection to the flows of fortune that shape the world.

This connection is represented by a pool of d6’s called Bets, equal to your proficiency modifier. There is no maximum number of Bets that you may hold in your Bet pool. Many of the features of this class and its subclasses utilize these Bets in different ways.

In reaction to any roll about to be made or yet to be revealed, you may declare a Bet on what the result of that roll will be. If it is a d20 roll you may Bet on the result being either a success or failure, or the result being 1-10 or 11-20. If it is any other kind of roll, you may Bet on the result being even or odd. If you win your Bet by correctly predicting the result of the triggering roll, you may either bank your Bet, adding it to a separate pool of banked Bets, or expend it immediately by rolling it and adding or subtracting the number rolled from the triggering roll. If you choose to expend your Bet in this way, you may also expend any number of your banked Bets at the same time.

If you lose your Bet, discard that d6 from your pool. Your Bet pool resets to your proficiency modifier on a long rest, even if you are over that number. | | 5 | High Stakes - You gain the ability to tilt the odds in your favor by placing Stakes on your Bets.

You may only activate one Stake per Bet you make. If multiple Stake effects are triggered on a single roll, the effect happen in the order they are declared.

Select 2 Stakes from the following list. You gain an additional Stake at level 10, and again at level 16.

Winning Streak After two successful Bets in a row, you may impose advantage or disadvantage on the next roll that you Bet on. If you succeed, you may bank or expend two Bets instead of one. If you fail, discard two Bets instead of one.

Lucky Break When you roll a 20 on a d20 roll, you may add a d6 to your Bet pool. If the roll is one you had successfully Bet on, add 2d6 instead.

Due for a Win After two failed Bets in a row, you may impose advantage or disadvantage on the next roll you Bet on. If you succeed, add d6 to the Bet pool. If you fail, take disadvantage on your next d20 roll.

Double or Nothing If you make a Bet that fails, you may declare Double or Nothing. If your next Bet succeeds, add 2d6s to the Bet pool in addition to the normal effects of your successful Bet. If you fail, discard 2d6 from the Bet pool instead.

Let it Ride If you make a Bet that succeeds, rather than banking or expending that Bet, you may decide to Let it Ride. If you win your next Bet, treat the base reward for that Bet as 3d6 rather than a single d6. If you lose your Bet, discard three d6s rather than one.

Even Money When you make a Bet on a roll, you may declare it to be Even Money. If you do so, you may not bank or expend a d6 on a win, nor do you discard a d6 on loss. The Bet still triggers any other abilities that are triggered by a Bet being won or lost.

Cash Out At any point while you are over your base number of Bets, you may Cash Out by discarding d6s down to the initial number. When you do so, regain a number of Mark slot levels equal to the number of d6s you discarded. For instance, if you discard three d6s, you could regain one second level Mark slot and one first level Mark slot, or three first level Mark slots. | | 9 | Last Chance - When the chips are down, it’s your best chance to turn things around - and the best chance for your opponents to put you out of the game.

This ability activates when you only have one Bet remaining. Double the number of d6s associated with any Bet or Bet feature you make until you have more than one Bet in your Bet pool. If at any point while this ability is active, a failed Bet or Bet feature would require you to discard more d6s than are available in your Bet pool, your luck runs out; your turn ends immediately, you take damage equal to 6 x the number of Bet dice that you were unable to discard, and you are Stunned until the end of your next turn. If you expend or discard Bets such that you have exactly no Bets remaining, this ability deactivates but you receive no other negative effects.

At level 14, the threshold for the activation of this ability increases to two Bets, meaning High Stakes is active when you have either one or two Bets remaining. At level 19, the threshold increases again to three Bets. | | 12 | Dead Heat - You’ve had enough close calls in your life to know that the odds are never truly even.

As a reaction, you may add +1 to a roll you have made or subtract -1 from a roll made against you. This effect applies to the result of the roll, not the actual number rolled. You may only do so while you have Bets remaining in your Bet pool.

If you use this reaction to affect a roll, you may not bank any Bets won. You may expend any won Bets as usual. | | 17 | Run the Table - When the game is going poorly, draw it out until you have a chance for a comeback. When luck is on your side though, it pays to end things as quickly as you can.

Once during combat, if you win a number of Bets equal to your proficiency modifier during your turn, you gain the ability to guarantee victory, no matter the odds. The next time you make a Bet on a d20 roll, you may replace the number rolled on the die with a number of your choice from 1-20. This triggers all effects as if the number were rolled naturally. |