Gambling General
Description
The Gambling General is a distinctive character class in Dungeons & Dragons 5th Edition.
With a None Hit Die, the Gambling General balances combat effectiveness with survivability.
Key features include: Daring Commander, Defensive Measures, Hold the Line.
Class Features
Daring Commander
Level 3
At 3rd level when you select this archetype, choose one of the following:
Daring Assault
While you are conscious, any ally within 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, an ally that starts its turn within 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
Defensive Measures
Level 7
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. If you do, you make attack rolls with disadvantage until the end of your next turn. Once you use this feature, you can't do so again until you finish a 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 can't do so again until you finish a long rest.
Hold the Line
Level 11
At 11th level, choose one of the following.
Stand Firm
While you are conscious, when an ally within your Commanding Presence would make a saving throw against an effect that deals half damage on a success, that ally can choose to make the saving throw with disadvantage. If they do and the saving throw succeeds, the ally takes no damage instead.
Stand Strong
While you are conscious, when an ally within your Commanding Presence is hit by a melee weapon attack, they can use their reaction to make a melee weapon attack against the creature that attacked them.
Risky Tactics
Level 15
At 15th level, choose one of the following.
Risky Gambit
You can use a bonus action to choose one willing creature within your Commanding Presence. The target immediately provokes an opportunity attack from one creature that can reach it. If the creature makes the opportunity attack,attack rolls against that creature are made with advantage until the start of your next turn.
Risky Foray
When a creature starts its turn within 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 attacks, and creatures gain an expertise die on melee weapon attack rolls against it.
Canny Adversary
Level 18
At 18th level, choose one of the following.
Feinting Retreat
When you take the Disengage action, until the start of your next turn, whenever a creature you choose ends its movement within 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 you choose have advantage on the next attack roll they make against the triggering creature before the end of your next turn.
About Gambling General
The Gambling General is a None hit die class .
Subclasses & Specializations
Explore paths
Subclasses & Specializations
Gambling General has 0 subclasses for customization.
{Build Tips & Playing Guide
{Role in Party
The Gambling General excels at leveraging their unique strengths.
Quick Build Tips
- Focus on your primary ability score during character creation
- Choose feats that complement your class features
- Consider your subclass features when selecting multiclass options
- Review your class features at each level-up for optimal choices
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