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
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.
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)
When using Calculated Risk with this feature, you increase the number needed to roll by 1 for each point you'd like to use.
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.