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A Brief Note:
'The 'Gambler' subclass
Although these packs were designed to be balanced for a
large variety of D&D campaigns, the Gambler subclass is
best used in both a high gold and high magic setting.
Please be aware of this when including the material into your
games, and talk with your DM to ensure that the campaign
stays balanced for everyone at the table.
Character 'Archetypes'
These are not races, classes, or feats. An archetype is a
special set of skills that can be added to an existing character
at any point in the game.
Once an archetype is added to a character, it cannot be
removed. Only one Archetype can be possessed by a
character.
Bard Subclass
College of Idols
B
ards who've chosen this college path are eager Lights, Camera, Action!
to perfect their personalities, attractiveness, and When you join the College of Idols at 3rd level, you can
image all for the hope of becoming popular and improvise a show at the drop of a hat. As a bonus action you
growing their fan following. Idols are often can expend one use of your Bardic Inspiration to activate one
trained in acting, dancing, and modeling, but of the features below:
even inexperienced idols can find fame if they
possess natural talent. Regardless of You gain a +10 bonus to your next Charisma
upbringing, idols know how to grab attention, and their (Performance) check.
presence is always a call for shenanigans, celebration, and
fun. You cast a cantrip that you have prepared.
Popular Performance
Starting at 3rd level, you master a style of performance that's
completely original to you, providing a one-of-a-kind
experience for viewers to remember.
If you perform for at least 10 minutes, you can cast a magical
charm affecting every creature that perceived your entire
show, up to a number equal to your Charisma modifier
(minimum of one).
You have advantage on all Charisma checks directed towards
the creatures you charmed that aren't hostile toward you until
the end of your next long rest. Charmed creatures can also
accurately remember your name, personality, and face for an
infinite duration.
Once you use this feature, you can't use it again until you
finish a long rest.
Idol's Charm
Starting at 6th level, you master a spell capable of charming
crowds. Choose one enchantment spell from any class. The
spell you choose must be of a level you can cast, as shown on
the Bard table, or a cantrip. The chosen spell counts as a
bard spell for you and doesn't count against the number of
bard spells you know.
You can cast this spell twice in the same turn, being able to
concentrate on both spells at the same time. If an effect
would cause you to lose concentration, both spells would end.
Once you use this feature, you can't use it again until you
finish a long rest.
Talent Show
Starting at 14th level, as an action every round you can
showcase a moment peerless talent, bolstering your ally's
resolve and encouraging them to give it their all.
Up to 10 friendly creatures (not including you) that you
choose who can see and hear you in a 120 foot radius regain
1 hitpoint. If a target is already at full health, they instead
gain advantage on their next ability check made before your
next turn.
Your performance ends after 1 minute, until you are
incapacitated, silenced, or if you voluntarily end it (no action
required).
Once you use this feature, you can't use it again until you
finish a long rest.
Character Archetype
Yandere
Y
anderes are keen on protecting the ones they
love from other creatures who threaten them.
This defensive nature is often built around
selfish reasons, and yanderes slowly become
more feisty, overprotective, and violent towards
others who express an interest in joining their
friend circles.
Ability Scores
Charisma: +1 (Cannot exceed 20)
Any 1 ability modifier with a score of 11 or higher: -1
(Ability) Domination:
When a creature within 5 feet of you makes an attack against
an ally of yours, you can use your reaction to make a melee
weapon attack against the attacking creature.
You can use this feature up to 3 times after every long rest.
(Forced Ability) Obsessed:
You have disadvantage on all attack rolls and ability checks
made while none of your allies are within your line of sight.
Optional Personality Traits:
I'm overprotective for the things I value.
Optional Flaws:
The people I hate the most are the ones who get in my way.
Gambler
A
gambler's power comes from their insatiable Star bomb
desire to risk everything in high stakes events. Beginning at 18th level, Immediately after receiving a reward
Your soul was filled with a chaotic magic from the Destiny Roll feature, you can choose to destroy the
consisting mostly of atmospheric noise when ball before it opens, causing heat seeking star bombs to
you managed to beat the odds of a near streak towards opponents you choose that you can see within
impossible bet. range.
For every ✰ that the reward was worth, 1 bomb is created.
A constant static sound can now be heard from your heart Each bomb immediately deals 1 radiant damage to the
which empowers your often unpredictable magical power. target it hits. Bombs created by ✰✰✰✰ and ✰✰✰✰✰
rewards each deal 1d4 radiant damage instead.
Destiny Roll
Starting when you choose this origin at 1st level, expending
80gp after casting a spell of 1st level or higher will trigger a
random reward to appear out of thin air. These rewards
appear in the form of tiny semi-transparent balls that shed
bright light out of a range of 10 feet when opened, revealing
the prize within.
Roll a d100 on the Gachapon Table to see what rarity of
reward you will receive, and another d100 to claim a prize on
the proper ✰ reward table. The ball will automatically open,
causing the prize within to spawn in the safest place near
you.
The Gachapon Table can only be rolled once on each of your
turns. You may also only have up to 3 creatures summoned
by the Gachapon Table active at any given time. Excess units
can be recalled back into their balls during your turn, which
will fall in the vacant space left by the creature. Balls created
in this way require a short rest to re-open, and will be
destroyed if they take damage.
Superstition
Starting at 1st level, your belief in false rituals to increase
your luck have grown so powerful that they've begun to
actually work.
Your first 3 pulls every D&D session have an increased
success rate. ✰✰✰✰ star rewards are pulled with an 89-98
roll, and ✰✰✰✰✰ star rewards are pulled with a 99-100 roll.
Blood Donation
Starting at 6th level, you've learned how to convert fractions
of your life essence into rolls. As a free action on your turn,
you can reduce your hitpoint maximum by 10 points and
immediately roll twice on the Gachapon Table. This feature
cannot be activated if you are unable to reduce your hitpoint
maximum for any reason, or if the amount of health it would
reduce would kill you.
Your hitpoint maximum will be restored, but not healed,
by 10 points at the end of every long rest.
Pity Roll
Starting at 14th level, if you still haven't pulled a ✰✰✰✰✰
reward, you receive one now. Immediately roll on the
appropriate table and obtain the associated reward.
Along with that, your Superstition feature is upgraded to
6 pulls every D&D session, rather than 3.
Gachapon Table ✰✰✰✰ reward
d100 table to roll d100 Item Received
1-94 ✰✰✰ reward 1-25 A +1 weapon of the DM's choice
95-99 ✰✰✰✰ reward 26-30 Periapt of Health
100 ✰✰✰✰✰ reward 31-35 Bag of Holding
36-40 Ring of Jumping
✰✰✰ reward
d100 Item Received 41-45 Boots of Levitation