Gambit Ranger

Gambit Ranger are high-risk, high-reward marksmen who thrives on the thrill of uncertainty. Channeling the spirit of a daring risk-taker, this subclass turns every skirmish into a bet where fortune can favor the bold. Players drawn to dramatic, cinematic playstyles will relish the tension of gambling with fate, balancing calculated risks with spectacular rewards.


Opting for the Gambit means embracing unpredictability and mastering the art of chance. Whether you’re converting near-misses into decisive blows or turning setbacks into opportunities, this subclass rewards creative risk management and bold decision-making in combat.

Gambit Ranger Features By Level

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Calculated Risk
1st Level Feature
Gain proficiency in Insight, reflecting your keen sense for reading both people and the tides of chance. Firearms count as ranged weapons for this class.

Before you make an attack with a ranged weapon that you are proficient with, you may choose to reduce your attack bonus by a number between 1 and 5, declare the chosen number before rolling the attack. If the attack hits, it deals an additional 2 damage for each point you reduced your bonus by.
Combat Superiority
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Combat Superiority
3rd Level Feature
You learn maneuvers that are fueled by special dice called superiority dice.
Maneuvers. You learn three maneuvers of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 6th, 10th, and 14th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one from the 5e Battle Master Maneuvers list.
Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 6th level and one more at 14th level.
Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:
Maneuver save DC= 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
Lucky Loot
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Lucky Loot
6th Level Feature
When you reduce an enemy to 0 hit points with a ranged attack, you roll your “lucky” dice. Roll 1d6 and add the result in bonus coin to your loot. The type of coin (gold, silver, or copper) for this bonus is determined by the DM, adding an extra element of chance to your reward.
Relentless
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Relentless
10th Level Feature
Your superiority dice turn into d10s. At 18th level, they turn into d12s. In addition, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die, and melee maneuvers now apply to ranged weapon attacks.
Headshot
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Headshot
14th Level Feature
When you make a ranged weapon attack, you can choose to forgo the normal 1d20 attack roll and instead roll a d100 to determine if you land a critical hit. If your d100 result is 85 or higher, your attack is treated as a critical hit and you roll all damage dice twice. You must declare that you’re using Headshot before rolling the attack.

When using Calculated Risk with this feature, you increase the number needed to roll by 1 for each point you'd like to use.
Deadman's Draw
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Deadman's Draw
19th Level Feature
At the start of your turn, you may declare you are making a Deadman’s Draw. Roll 1d6 to determine your fortune.

1–2: You tempt fate and pay the price. You take 2d6 psychic damage.

3–4: The gamble shifts in your favor. You deal an additional 2d6 damage on the next attack you hit this turn.

5–6: You pull ahead in the game of chance. You can immediately make a ranged weapon attack as part of the same action, and it deals an additional 2d6 damage on a hit.

Once you declare a Deadman’s Draw, you must roll and accept the result before taking any other actions that turn.