Gambit Scout

Gambit Scouts are daring hunter who thrives on making split-second decisions that turn danger into advantage. Instead of gambling with raw luck, you leverage timing, positioning, and precise risk-taking to maximize your impact.


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 Scout Features By Level

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Risk and Reward
1st Level Feature
You gain proficiency in the Sleight of Hand skill.

When you roll damage for a weapon attack, you can reroll any 1s on the damage dice once. If you reroll a 1, the attack instead deals no damage. This ability encourages calculated risks and rewards precision.

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)
Parlay
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Parlay
6th Level Feature
When you take the Attack action and choose to make your first attack with disadvantage, if the attack hits, it deals an additional 10 damage. If it misses, you suffer a -5 penalty on your next attack roll.
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.
Quickdraw
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Quickdraw
14th Level Feature
when a creature you can see attemps to hit you with an attack, you can use your reaction to make a ranged weapon attack against that creature. You make this attack before the creature’s attack.
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.