```metadata title: The Gambler description: >- Manipulate fate and play hands in this martial class made for the world’s greatest role playing game! tags: [] systems: [] renderer: V3 theme: 5ePHB ``` {{frontCover}} {{logo ![](/assets/naturalCritLogoRed.svg)}} # The Gambler ## By: UnusualDeal ___ {{banner Awesome Homebrew}} {{footnote Manipulate fate and play hands in this half-caster class made for the world's greatest role playing game! }} {{artist,top:90px,right:30px ##### [Andrey Maximov](https://www.artstation.com/andead) }} ![background image](https://www.gmbinder.com/images/QwlLjXF.png){position:absolute,bottom:0,left:0,height:100%,width:100%} \page {{insideCover}} # The Gambler ![cat warrior](https://i.namu.wiki/i/09BEBSNu2bAiUNSVqQ3hEtatWxAwadm5ELn8ILoyC1rkx0x3ckSFVB2BKwyCxH-DsWS72a0fdBwFSJAZIHAVYgdrudYFIuajXexn7KkHHwmoYnRzutEHKiRatDKDdotkiM49xHFMzpo-kXGDPFIIfMMUTgC02ymvDK6hdcP6wTA.webp) {width:px,mix-blend-mode:multiply} {{logo ![](/assets/naturalCritLogoRed.svg)}} {{artist,top:90px,right:30px [Jacob Lynch](https://en.namu.wiki/w/%EC%A0%9C%EC%9D%B4%EC%BD%A5%20%EB%A6%B0%EC%B9%98) }} \page {{toc,wide # Contents - ### [{{ The Gambler}}{{ 1}}](#p4) - #### [{{ The Deal of Destiny}}{{ 1}}](#p4) - #### [{{ A Wager of Fate}}{{ 1}}](#p4) - #### [{{ Creating a Gambler}}{{ 1}}](#p4) - #### [{{ Class Features}}{{ 2}}](#p5) - #### [{{ Multiclassing}}{{ 2}}](#p5) : - [{{ Level 1: Card Combat}}{{ 2}}](#p5) - [{{ Level 2: Bettor’s Gambit}}{{ 3}}](#p6) - [{{ Level 2: Spellcasting}}{{ 3}}](#p6) - [{{ Level 3: Lucky Draw}}{{ 3}}](#p6) - [{{ Level 4: Ability Score Increase}}{{ 3}}](#p6) - [{{ Level 5: Twist of Fate}}{{ 3}}](#p6) - [{{ Level 7: Full House}}{{ 3}}](#p6) - [{{ Level 7: Mulligans}}{{ 3}}](#p6) - [{{ Level 10: Ante Up!}}{{ 3}}](#p6) - [{{ Level 13: Ace Up Your Sleeve}}{{ 4}}](#p7) - [{{ Level 15: Wild Gamble}}{{ 4}}](#p7) - [{{ Level 20: Royal Flush}}{{ 4}}](#p7) - #### [{{ Gambits}}{{ 4}}](#p7) - [{{ Way of the Cheater}}{{ 4}}](#p7) - [{{ Way of the Fortune Seeker}}{{ 4}}](#p7) - [{{ Way of the Chaos Dealer}}{{ 5}}](#p8) - #### [{{ Gambler Spell List}}{{ 6}}](#p9) }} \page # The Gambler *The tavern was alive with raucous laughter, coins clinking, and the scent of spilled ale. A young adventurer sat nervously at a corner table as the stranger opposite shuffled a deck of cards with impossible speed. The gambler’s eyes gleamed like polished silver.* *“You think you’ve got what it takes to play the hand of fate?” the gambler asked, their voice smooth as silk. With a flick of the wrist, a card zipped through the air, embedding itself in the wall inches from the adventurer’s ear. “One card can change your life. Or end it. Care to make a wager?”* *As the adventurer nodded, the gambler smiled. “Good choice. Let’s see if you’ve got the luck… or the guts.”* ## The Deal of Destiny Legends tell of a gambler who wagered their soul at a cosmic card table, facing off against gods, demons, and fate itself. With a smile and a steady hand, they played the ultimate hand: a royal flush. Instead of claiming their soul, the cosmic forces granted them a boon – the power to shape destiny with a simple deck of cards. These gamblers became warriors of fortune, wielding luck as a weapon and bending chance to their will. Gamblers are rare, drawn to the thrill of the unknown. Some are heirs to the original gambler’s legacy, while others stumble across enchanted decks or are chosen by divine entities of chaos and order. Wherever they come from, their power is as unpredictable as the shuffle of their deck. ## A Wager of Fate Gamblers are not simply masters of games of chance—they are the result of a cosmic bargain, a pact forged in the fires of fate itself. Their origins trace back to a singular, fateful encounter with the forces that govern the universe’s greatest mysteries. Long ago, a mortal gambler, driven by desperation, made a reckless wager against an ancient and unknowable power: the force of destiny. The wager was simple, yet impossible: to alter the path of fate itself, all at the price of their soul. But instead of taking the soul as the spoils, the force behind destiny—whether a nameless god, an eldritch being, or the embodiment of fate itself—was intrigued by the mortal's audacity. Rather than claim their prize, the entity offered a different bargain: the Gambler would be granted power to manipulate fate through a deck of enchanted cards, a power that could twist the flow of destiny to their will—but always at a cost. The Gambler's deal was sealed, and the power of fortune, chaos, and luck became theirs to command. However, this pact comes with its own burden. The Gambler cannot escape the whimsy of the cards. Each card drawn carries a price: sometimes small, sometimes catastrophic, but always felt. Those who wield the deck do so with the knowledge that, with every decision, they risk paying a price—whether it’s their own life force, the future of those they care about, or even the structure of reality itself. The cards offer power, but at what cost? No Gambler knows for sure, for the price is never clear until it’s too late. ![homebrewery_mug](https://png.pngtree.com/png-vector/20240206/ourmid/pngtree-poker-player-gambler-gambling-retro-png-image_11667250.png) {width:180px,margin-right:-1cm,wrapLeft} As time passes, Gamblers learn to wield their abilities with caution, knowing that fate’s demands can be unpredictable. Some embrace the chaos and learn to control the flow of luck, manipulating the odds in their favor. Others become more cautious, avoiding the cards whenever possible, for they are constantly haunted by the question of whether the gamble is worth it. Over time, many Gamblers fade into obscurity, either consumed by the price of their bargain or lost to the unpredictable whims of fate, but a select few remain, bending the threads of destiny to their will. The Gambler’s power is not simply about chance—it is about control. But that control is precarious, built on the unstable foundation of a cosmic wager. The balance between what is gained and what is lost is always in flux, and those who play the game must live with the knowledge that the stakes of destiny are always higher than they can imagine. ### Creating a Gambler {{note ##### Disclaimer To use this class, you must use a real deck of cards }} When you create a Gambler, think about the story of how you came to possess such an extraordinary and unpredictable power. The legacy of the first Gambler lingers in your blood, or perhaps you stumbled upon an ancient, enchanted deck that began reshaping your fate. Maybe a god or demon took an interest in you and granted you the gift of chance, or you’ve made a deal with an unknown force for powers that defy explanation. What is your relationship with fate? Did you ever believe in it before you became a Gambler, or did you reject it completely? Perhaps you once saw fate as an unchangeable force, but now you see it as a game—a game that you can win. {{pageNumber 1}} How do you feel about luck? Is it something you rely on, something you manipulate, or something you fear? Perhaps you see luck as a friend, a fickle ally that rewards and punishes you at whim, or maybe you view it as an unpredictable enemy you must outsmart. \page What is your relationship with your deck? Is it just a tool, or does it feel like an extension of yourself? Maybe the deck is sentient, or perhaps it whispers to you, offering advice, or playing tricks on you. Consider the bond you have with your cards—do they shape you, or do you shape them? --- ## Class Features #### Hit Points **Hit Dice:** 1d6 per Gambler level **Hit Points at 1st Level:** 6 + your Constitution modifier **Hit Points at Higher Levels:** 1d6 (or 4) + your Constitution modifier per Gambler level after 1st #### Proficiencies **Armor:** Light armor, medium armor, shields **Weapons:** Simple weapons, martial weapons **Tools:** Playing Cards (required to use abilities) **Saving Throws:** Dexterity, Charisma **Skills:** Choose two from Acrobatics, Deception, Insight, Intimidation, Perception, Sleight of Hand, and Stealth #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* a light crossbow and 20 bolts or *(b)* a longsword - *(a)* any martial weapon or *(b)* a shield - *(a)* an explorer’s pack or *(b)* an entertainer’s pack - Playing cards and leather armor - 1000 starting gold --- {{classTable,frame,decoration,wide ##### The Gambler | Level | Proficiency | Features |Hand Size|Mulligan Level| Spells |Cantrips |--- Spell Slots Per Spell Level ---||||| | ^| Bonus ^| ^| ^| ^| Known ^| Known ^| 1st | 2nd | 3rd | 4th | 5th | |:-----:|:-----------:|:-------------|:-:|:-:|:------:|:-:|:-----:|:-----:|:-----:|:-----:|:-----:| | 1st | +2 | Card Combat |---|---| — | — |---| — | — | — | — | | 2nd | +2 | Bettor's Gambit, Spellcasting, Gambit Feature |---|---| 2 |2| 2 | — | — | — | — | | 3rd | +2 | Lucky Draw |---|---| 3 |2| 3 | — | — | — | — | | 4th | +2 | Ability Score Increase |---|---| 3 |2| 3 | — | — | — | — | | 5th | +3 | Twist of Fate |---|---| 4 |3| 4 | 2 | — | — | — | | 6th | +3 | Gambit Feature |---|---| 4 |3| 4 | 2 | — | — | — | | 7th | +3 |Full House, Mulligans |5|1| 5 |3| 4 | 3 | — | — | — | | 8th | +3 | Ability Score Increase |5|1| 5 |4| 4 | 3 | — | — | — | | 9th | +4 | --- |5|1| 6 |4| 4 | 3 | 2 | — | — | | 10th | +4 | Ante Up! |6|1| 6 |4| 4 | 3 | 2 | — | — | | 11th | +4 | Gambit Feature |6|2| 7 |4| 4 | 3 | 3 | — | — | | 12th | +4 | Ability Score Increase |6|2| 7 |4| 4 | 3 | 3 | — | — | | 13th | +5 | Ace Up Your Sleeve |7|2| 8 |4| 4 | 3 | 3 | 1 | — | | 14th | +5 | --- |7|2| 8 |4| 4 | 3 | 3 | 1 | — | | 15th | +5 | Wild Gamble |7|3| 9 |4| 4 | 3 | 3 | 2 | — | | 16th | +5 | Ability Score Increase |7|3| 9 |4| 4 | 3 | 3 | 2 | — | | 17th | +6 | Gambit Feature |8|3| 10 |4| 4 | 3 | 3 | 3 | 1 | | 18th | +6 | --- |8|3| 10 |4| 4 | 3 | 3 | 3 | 1 | | 19th | +6 | Ability Score Increase |8|4| 11 |4| 4 | 3 | 3 | 3 | 2 | | 20th | +6 | Royal Flush |8|4| 11 |4| 4 | 3 | 3 | 3 | 2 | }} --- ### Quick Build You can make a Gambler quickly by following these suggestions: 1. Dexterity should be your highest ability score, followed by Charisma. 2. Choose the **Entertainer** background. ## Multiclassing You must have a Constitution score of 13 or higher and a Dexterity of 13 or higher to multiclass in or out of this class. Upon multiclassing into Gambler, you gain proficiency in playing cards and one skill from its skill list and one deck of playing cards. {{pageNumber 2}} --- ### Level 1: Card Combat You use a deck of cards as a weapon. As an action, you can draw a card randomly and throw it. Thrown playing cards count as a simple ranged weapon with the Light and Thrown (20/60) property for you. They deal 1d6 slashing damage on hit. Additionally, after you use a card for anything, the card gets destroyed in game from its intense power. After you destroy all 52 cards in your deck, you must summon a new one using the spell **Summon Cards.** You may add Summon Cards to your \page spell list for free and it does not count against your spells known. #### Summon Cards *Cantrip* **Casting Time:** :: 1 action **Range:** :: Touch **Components:** :: V, S, M (50 gold pieces or equivalent) **Duration:** :: Instantaneous You sacrifice some money and a mysterious entity grants you a deck of playing cards imbedded with magical power. ### #### Suits When you draw a card to attack, its suit determines an additional effect. These effects trigger as soon as a card hits a creature. - **Hearts:** Heal a creature within 30 feet of you for 1 + your Charisma modifier. - **Diamonds:** Gain temporary hit points equal to 2 + your Charisma modifier. - **Clubs:** The target must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or be knocked prone. - **Spades:** The attack deals an additional amount of necrotic damage equal to your Charisma modifier. --- ### Level 2: Bettor's Gambit You may choose a Gambit, shaping your practice of magic through one of three Gambits: Way of the Cheater, Way of the Fortune Seeker, and Way of the Chaos Dealer. Gambits are detailed at the end of the class description. ### Level 2: Spellcasting You have learned to harness your cards' natural magic, much in the way arcane spellcasters do. #### Preparing and Casting Spells The Gambler table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a spell slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of Gambler spells that are available for you to cast, choosing from the Gambler spell list found at the bottom of this class. When you do so, choose a number of Gambler spells found on the table. The spells must be of a level for which you have spell slots. You can change your list of prepared spells when you finish a long rest. #### Spellcasting Ability Your mastery of chance and your force of personality are the source of your spellcasting power, making **Charisma** your spellcasting ability for your Gambler spells. You use Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Gambler spell you cast and when making an attack roll with one. - **Spell save DC =** :: 8 + your proficiency bonus + your Charisma modifier - **Spell attack modifier =** :: your proficiency bonus + your Charisma modifier #### Spellcasting Focus You can use a set of playing cards as a spellcasting focus for your Gambler spells. ### Level 3: Lucky Draw Twice per long rest when you throw a card, you influence your attack. The card’s rank determines the effect: - **Rank (2-10):** Add or subtract half the number drawn to/from the roll (rounded down). - **Face Card:** Turn a failed roll into a success or vice versa (once per short rest). - **Ace:** Double the effect of the card (e.g., doubling damage or healing). : Additionally, your thrown cards now deal 3d6 damage on a hit. ### Level 4: Ability Score Increase When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. : Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead. ### Level 5: Twist of Fate Your connection to luck and fate manifests. Once per short rest when you roll a natural 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. : Additionally, when you score a critical hit with an attack, you regain 1 use of your Lucky Draw feature. {{pageNumber, 3}} --- ### Level 7: Full House You can draw a number equal to your hand size from your deck and create a hand. Activate the following effects based on the hand: \page - **High Card:** Until the start of your next turn, you have +1 AC and advantage on your next attack roll, saving throw, or ability check. - **Pair:** The next thrown card adds the effect of each card in the pair instead of drawing for Suits. - **Two Pair:** choose one creature within 30 feet, you can swap places with it. If it's unwilling, it can make a save against your spell save DC to cancel the effect. - **Three of a Kind:** The next thrown card adds the effect of each card in the three of a kind instead of drawing for Suits . - **Straight:** Gain advantage on all attacks and saving throws till the end of your next turn. - **Flush:** Your next attack carries a lingering fortune. Choose one effect based on the flush you previously achieved: **Hearts:** An ally of your choice within 30 feet regains hit points equal to your level + your Charisma modifier. **Diamonds:** An ally of your choice within 30 feet gains temporary hit points equal to your level + your Charisma modifier. **Clubs:** The target of your attack must succeed on a Strength saving throw or be knocked prone. **Spades:** Your attack deals extra necrotic damage equal to your level + your Charisma modifier. - **Full House:** All creatures of your choice within 30 feet take 3d10 force damage and are knocked prone. - **Four of a Kind:** The next thrown card adds the effect of each card in the four of a kind instead of drawing for Suits. - **Straight Flush:** Until the end of your next turn, all your attacks automatically hit, and you may reroll any damage dice that roll 1s or 2s. - **Royal Flush:** You may take two turns during the round, one immediately after your current turn and one at the end of the initiative order. Additionally, all your attacks and saving throws are made with advantage for the duration of these turns. : You may only use this feature a number of times equal to your proficiency bonus. ### Level 7: Mulligans You may discard up to five cards and re-draw the same amount of cards discarded a number of times equal to your Mulligan Level. --- ### Level 10: Ante Up! Your thrown cards now deal 4d6 magical slashing damage. --- ### Level 13: Ace Up Your Sleeve You’ve gained an uncanny sense of timing, allowing you to subtly shift fortune in your favor. When you roll initiative, you may reroll your initiative roll, but you must use the new roll. You may use this feature once per long or short rest. : Additionally, when you use Lucky Draw, you may treat your card as an Ace. You may use this feature once per long rest ### Level 15: Wild Gamble You can draw a card as an action. Based on the suit, you gain the following benefits for 1 minute. - **Hearts:** You and allies within 30 feet regain 10 hit points at the start of each of your turns. - **Diamonds:** Gain immunity to being charmed, frightened, or stunned. - **Clubs:** Attacks you make knock enemies back 10 feet. - **Spades:** Your attacks deal an extra 1d10 necrotic damage. You may use this ability once per long rest --- ### Level 20: Royal Flush You have mastered the art of gambling in combat. Once per long rest, you may declare a Royal Flush. This grants you one of the following effects. - **Wild Cards:** Double all damage you deal and halve all damage you take for 1 minute. - **Over-Time:** Time slows for you. Take an extra full turn during each of your turns for the next 5 rounds. - **All In:** Choose up to 10 creatures within 120 feet. Each must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or take 10d10 force damage and be stunned for 1 minute. On a successful save, they take half damage and are not stunned. : Additionally, your thrown cards now deal 7d6 damage. ## Gambits --- ### Way of the Cheater Sometimes, skill isn’t enough, and even a gambler needs an edge. Cheaters specialize in bending the rules of fate itself, manipulating their cards and ensuring luck is always on their side. #### 2nd Level: Marked Deck Your cards bend to your will. Whenever you use an ability that requires drawing a card, you may declare the suit of the card before drawing it. You can use this feature a number of times equal to your Charisma modifier per long rest. \page #### 6th Level: Stacked Odds You can manipulate fate to favor you. When you or a creature within 30 feet of you rolls a natural 1 on an attack roll, saving throw, or ability check, you may replace the roll with a natural 20. You may use this feature once per short or long rest. #### 11th Level: Rigged Game You gain 1 extra Mulligan Level. Additionally, once per long rest, you may turn any hand into a Three of a Kind. #### 17th Level: Cheat Fate When you or an ally within 60 feet of you would drop to 0 hit points, you may draw a card as a reaction. Based on the suit, the following effects occur. - **Hearts:** Heal the creature for half their maximum hit points. - **Diamonds:** The creature gains temporary hit points equal to two thirds of their maximum hit points (rounded down). - **Clubs:** The attacker takes damage equal to half the triggering damage. - **Spades:** The creature evades death, remaining at 1 hit point and becoming invisible until the end of their next turn. You may use this feature once per long rest. --- ### Way of the Fortune Seeker Fortune Seekers are adventurers at heart, drawn to distant lands and ancient relics. Their connection to fate grants them the ability to find treasures and bend destiny to their favor. #### 2nd Level: Treasure Sense You gain an uncanny ability to locate valuable items. You can cast *detect magic* or *locate object* without expending a spell slot. You can use this feature a number of times equal to your Charisma modifier per long rest. #### 6th Level: Gambler’s Charm Your natural charisma draws people to you. You gain proficiency in Persuasion and Insight, and your proficiency bonus is doubled for these skills. Additionally, you gain advantage on saving throws against being charmed or frightened. {{pageNumber 4}} #### 11th Level: Lucky Streak Whenever you roll a natural 18, 19, or 20 on an attack roll, saving throw, or ability check, you regain a use of your Lucky Draw feature. Additionally, you may choose to treat any Straight hand as a Flush and vice versa. #### 17th Level: Fortune’s Favor Once per long rest, you can invoke fortune itself. For the next minute: - You and allies within 30 feet of you gain advantage on all attack rolls, saving throws, and ability checks. - Enemies within 30 feet of you have disadvantage on all attack rolls and saving throws. - At the start of each of your turns, draw a card. Based on the suit: - **Hearts:** Heal all allies within 30 feet for 10 hit points. - **Diamonds:** All allies within 30 feet gain temporary hit points equal to 10 + your Charisma modifier. - **Clubs:** Enemies within 30 feet must succeed on a Strength saving throw or be knocked prone. - **Spades:** All attacks you make deal an additional 2d10 necrotic damage. --- {{pageNumber 5}} ### Way of the Chaos Dealer Chaos Dealers revel in unpredictability, thriving on the randomness of combat. They wield their cards with reckless abandon, creating chaos wherever they go. #### 2nd Level: Wild Card Whenever you draw a card, roll a d6. On a 6, you may draw an additional card and choose which one to use. You can use this feature a number of times equal to your Charisma modifier per long rest. #### 6th Level: Chaotic Influence Your presence distorts the battlefield. As a bonus action, you can force all creatures within 10 feet of you to roll a d20. Based on the result: - **1-5:** The creature falls prone. - **6-15:** The creature is unaffected. - **16-20:** The creature must succeed on a Wisdom saving throw or be charmed by you until the end of your next turn. You can use this feature once per short or long rest. #### 11th Level: Explosive Luck When you draw a hand for any Gambler feature, if at least three cards are of the same suit, you create an explosive effect. All creatures within 15 feet of you must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or take 3d10 force damage, half on a success. #### 17th Level: Chaos Unleashed Once per long rest, you can activate a surge of chaos for 1 minute. During this time: \page - At the start of your turn, draw a card. The suit determines the random effect that affects all creatures within 30 feet. - **Hearts:** All creatures heal for 10 hit points. - **Diamonds:** All creatures gain temporary hit points equal to 10. - **Clubs:** All creatures must succeed on a Strength saving throw or be knocked back 15 feet. - **Spades:** All creatures take 2d10 necrotic damage. - You gain resistance to all damage and advantage on all saving throws. - Whenever you make an attack, you can choose to reroll the attack roll. {{pageNumber 6}} # Gambler Spell List {{spellList,wide #### Cantrips (0 Level) - Guidance - Mage Hand - Minor Illusion - Prestidigitation - Thaumaturgy - True Strike #### 1st Level - Bane - Bless - Charm Person - Disguise Self - Feather Fall - Tasha’s Hideous Laughter - Unseen Servant #### 2nd Level - Blur - Enhance Ability - Hold Person - Mirror Image - Misty Step - Suggestion #### 3rd Level - Counterspell - Dispel Magic - Fear - Major Image - Remove Curse - Tiny Hut #### 4th Level - Confusion - Dimension Door - Greater Invisibility - Phantasmal Killer - Polymorph #### 5th Level - Dominate Person - Geas - Mislead - Seeming - Wall of Force - Legend Lore }} {{imageMaskEdge6,--offset:5%,--rotation:0 ![](https://images3.alphacoders.com/914/thumb-1920-914205.jpg){height:100%,right:-44%,bottom:-17%} }} {{artist,top:950px,right:640px [Tony Sart](https://www.artstation.com/artwork/3JLrB) }} \page {{backCover}} # The Gambler Step into the high-stakes world of chance and fortune with the Gambler class. Master the art of risk and reward as you navigate through games of luck, wagers, and fortune-telling, all while honing your ability to turn the tides in your favor. With a sharp mind and a quick hand, you can manipulate odds, sway outcomes, and walk away with treasures beyond imagination. : As a Gambler, you'll encounter characters who deal in risk, face dangerous games of chance, and uncover hidden opportunities to profit. Every decision carries weight, and your fate is shaped by your skill in reading the situation and knowing when to push your luck. Will you win big, or will you lose it all? : Craft your perfect persona and embrace the unpredictability of the world around you. Whether you're a strategic mastermind, a smooth-talking charmer, or a reckless risk-taker, the choice is yours in this thrilling realm of chance. ___ For use with any fantasy roleplaying ruleset. Play the best game of your life! ![background image](https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/7aa9d383-2837-41aa-b7b7-8f831c00ddef/df5cr6z-f221deeb-ca1b-4641-8365-315affbe0d57.jpg/v1/fit/w_828,h_994,q_70,strp/pathfinder__bloodcove_gambler_by_willobrien_df5cr6z-414w-2x.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9MTkyMCIsInBhdGgiOiJcL2ZcLzdhYTlkMzgzLTI4MzctNDFhYS1iN2I3LThmODMxYzAwZGRlZlwvZGY1Y3I2ei1mMjIxZGVlYi1jYTFiLTQ2NDEtODM2NS0zMTVhZmZiZTBkNTcuanBnIiwid2lkdGgiOiI8PTE2MDAifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6aW1hZ2Uub3BlcmF0aW9ucyJdfQ.dLfB-v4tq98ZHOkJ4yB-ZZhPqipPCdeb2yg7Qvw6gZE){position:absolute,bottom:0,left:20,height:100%} {{logo ![](/assets/naturalCritLogoWhite.svg) Homebrewery.Naturalcrit.com }} {{artist,bottom:90px,left:700px [WillOBrian](https://www.deviantart.com/willobrien/art/Pathfinder-Bloodcove-Gambler-915985835) }}