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Gambling General

Class

Go big or go home. That saying may seem incredibly risky under circumstances that could determine the fates of entire nations, yet gambler marshals thrive on balancing risk and reward to make the impossible possible. At times, the luck these marshals have bordered on being miraculous, though many say their success is a matter of skill, not talent.


Level 3Daring Commander

At 3rd level when you select this archetype, choose one of the following.

Daring Assault

While you are conscious, any ally within range of your Commanding Presence that makes an attack roll can choose to roll with a –5 penalty. If the attack hits, the attack deals an extra 2d6 damage. At 15th level, the amount of extra damage increases to 3d6.

Daring Charge

While you are conscious, any ally that starts its turn within range of your Commanding Presence can use an action to move up to twice its Speed in a straight line and take the Attack action. Until the end of that ally’s next turn, creatures they did not attack on their turn have advantage on attack rolls against them.


Level 7Defensive Measures

At 7th level, choose one of the following.

Desperate Avoidance

When you make a saving throw you can choose to make the saving throw with advantage , but you make all attack rolls with disadvantage until the end of your next turn. Once you use this feature, you cannot do so again until you finish a short rest or long rest .

Frantic Avoidance

When you would make a saving throw against an area effect, you can use your reaction to move up to half your Speed. If you end your movement outside the area, it has no effect on you. Once you use this feature, you cannot do so again until you finish a long rest .


11th LevelHold the Line

At 11th level, choose one of the following.

Stand Firm

While you are conscious, any ally within range of your Commanding Presence feature that would make a saving throw can choose to make the saving throw with disadvantage . If a success on the saving throw would cause the ally to take half the damage, the ally takes no damage on a successful save instead.

Stand Strong

While you are conscious, you can direct allies to make retaliatory attacks. When an ally within range of your Commanding Presence is hit by a melee weapon attack , they can use their reaction to make a melee weapon attack against their attacker.


Level 15Risky Tactics

At 15th level, choose one of the following.

Risky Gambit

You can use a bonus action to choose one creature within range of your Commanding Presence. The target immediately provokes an opportunity attack from one creature that can reach it. If the creature makes the attack, that creature grants advantage on all attack rolls made against it until the start of your next turn.

Risky Foray

At the start of an ally’s turn, if it is within range of your Commanding Presence you can use your reaction to spur them into violent action. Until the start of its next turn, your ally gains an expertise die on melee weapon attack rolls, and creatures gain an expertise die on melee weapon attack rolls against it.


18th LevelCanny Adversary

At 18th level, choose one of the following. 

Feinting Retreat

When you take the Disengage action, until the start of your next turn, when a creature ends its movement within range of your Commanding Presence it provokes an opportunity attack .

Lay the Trap

While you are conscious, whenever a creature makes an attack roll against you and misses, you and one creature of your choice make your next attack roll against the triggering creature with advantage before the end of your next turn.