Run the Gambling Games of Marquet in Your Own Campaign, dnd 5e casino games.

Dnd 5e casino games



New casino sites to play real money


Run the Gambling Games of Marquet in Your Own Campaign, dnd 5e casino games.


Run the Gambling Games of Marquet in Your Own Campaign, dnd 5e casino games.


Run the Gambling Games of Marquet in Your Own Campaign, dnd 5e casino games.


Rules: roll 1d4 for each lizard three times, describing the stages of the race at each round of rolls. The lizard with the highest roll total wins, and those who bet on it double their bet as winnings. Second place bet gets half of their bet back. Featured image: monica G. Cabral (@madqueenmomo)


Run the gambling games of marquet in your own campaign


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“you gotta spend big to make big, percy.” – vex’ahlia, A traveler’s gamble


Vox machina ventured into the lands of marquet not knowing quite what to expect. In the city of ank’harel, they enter the dazzling luck’s run casino to let off some steam after a tense encounter with J’mon sa ord, only to find… racing lizards?!


Here are the gambling games of marquet, created and shared by matthew mercer and featured in the critical role episode “A traveler’s gamble,” for dungeon masters to run in their own campaigns when a group of adventurers is ready for some fun after a hard-fought day.


Avandra’s favor


Dice game, 25 gold pieces minimum buy-in


This dice game is deceptively simple and an easy way to lose gold in a hurry. “roll the dice and may avandra be with you!”


Rules: players roll 2d6. If they add to a 7 or 12, the player wins. Gamblers can double the bet to add 1d6 to the total.


Run the Gambling Games of Marquet in Your Own Campaign, dnd 5e casino games.


Gambit of ord


Card game, 50 gold pieces initial buy-in


While vox machina didn’t get a chance to try their hand at this competitive card game in luck’s run, your players can press their luck thanks to the detailed notes matt mercer shared with critical role fans.


Rules: each card player rolls 1d8, keeping the die hidden. Each player has the chance to raise the bet, call the bet (meet it), or fold. It continues when all bets are equal.


Then each player rolls a 1d6, keeping it secret as well. A final chance to raise, call, or fold. Each remaining player rolls 1d4. They all reveal the 1d8, 1d6, and 1d4, adding them all together.


Winner takes 80% of the pot (the other 20% goes to the casino). Ties split the 80%.


Sleight of hand can give a reroll; deception can force a fold.


Quon a drensal, “run of luck”


Run the Gambling Games of Marquet in Your Own Campaign, dnd 5e casino games.

Racing lizards game, 25 gold pieces minimum buy-in


Quon a drensal is an age-old traditional game of marquet and the namesake of the casino vox machina finds themselves in. Five small desert lizards are released in a small maze-like track that rests upon the table. The lizards themselves are in separate cages at the end of a table until released to race. Gamblers can bet as much as they’d like on one particular lizard, with a 25 gold minimum.


Rules: roll 1d4 for each lizard three times, describing the stages of the race at each round of rolls. The lizard with the highest roll total wins, and those who bet on it double their bet as winnings. Second place bet gets half of their bet back.


Do you play games of chance in your D&D campaign? Tell us about them in the comments!


Featured image: monica G. Cabral (@madqueenmomo)


Other images: geek & sundry, chris gutierrez (@bullyart07)


Casino gambling ideas for use in 5e


Run the Gambling Games of Marquet in Your Own Campaign, dnd 5e casino games.


Casino gambling ideas for use in 5e


Run the Gambling Games of Marquet in Your Own Campaign, dnd 5e casino games.


I have an upcoming casino and was hoping for input on how to make this experience better.


Depending on the time period and region of your setting the possibilities are nearly endless, people will bet on practically anything.


Your typical games of chance include dice and cards, obviously. It can be as simple as 'high card/low card', or 'odds/evens' for dice. If you're willing to get a bit fancier you can look into traditional versions of card games and dice, or even look up a few homebrewed ones like the games made by /u/dnddicegames. He's got two specifically which are tailored towards dnd specifically, and I think they're very clever and fun!


Beyond dice and cards you could institute a roulette wheel, dominoes, or even a kind of keno number draw. You could also use the classic 'pea/cup shuffle' game, or similar games that involve a bit of skill rather than luck. In theory you could try slots, though how that works with your game's technology is up to you.


And then you have more 'physical' things to bet on. Animal fights have always been largely popular for gambling. Cock fights, dog fights, dog vs rats, snake vs mongoose, dog vs snake, scorpion vs spider, lion vs bear, etc. Pit two animals against each other and people will bet on which one wins, and that includes people. Boxing matches, wrestling matches, arm wrestling matches, death matches, all are viable options for gambling. There's also more subtle games that involve animals and their semi-random behavior. One of the ones I've seen was men in a prison captured a mouse, made a little wooden ring for it with a bunch of numbered holes, and then bet on which hole it would run into once released inside the pen.


Beyond that you can feel free to get really weird with the gambling if you like. The japanese are masters at this, half of their game shows are completely wacky but still revolve around a system of chance at their core. One of the more uh. 'inventive' things I've seen was parodied by robot chicken. They fed two middle-aged men a bunch of laxatives, and then had the viewers place bets on which one would 'go' first.


Beyond bets and games, make your casino appealing! Half the point of a casino is to make it inviting and keep people playing as long as possible, because the longer people play the more likely it is the house will take all their cash. Casinos do this by keeping pretty girls on staff, offering food and drink (LOTS of drink), even going so far as to host shows and plays if the venue is big enough.


But regardless of how you try to dress up your casino, just make sure it seems fun to you. If you yourself would be tempted to gamble at this den of sin you create, then consider your casino a success.


Card dealer (5e class)


From D&D wiki


Contents


The card dealer [ edit ]


The card dealer is a master of deceptive combat. Through nothing more than the use of a simple deck of cards and a set of dice, they may easily disrupt the flow of combat to their favor, and destroy their enemies.


Run the Gambling Games of Marquet in Your Own Campaign, dnd 5e casino games.
"cards are fun and all, but this is much more fun."


Description [ edit ]


Enemies to the left. Enemies to the right. There is nowhere for the elfish man to run. As it is with any gamble, he will have to take his chances. The first opponent readies to fire his crossbow. Without warning, a razor-edged card is thrown in his face, making him miss his target completely. The second opponent swings his sword, and the elf's quick reflexes allow him to jump out of the way. Drawing two cards at once, the elfish man cuts both of his opponents at once. Before they can recover, they are blinded by a flurry of cards thrown into the air. When the cards settle, the elf is gone from sight.


During an unfriendly game of cards, a tiefling woman is accused of cheating. The eyes of her game partners glint with malice. Violence is sure to follow. The tiefling flips the table and lets her cards fly. The first opponent finds himself burned, as if by fire. The second is hit by the sudden darkness of a necrotic attack. The third tries to cast a damaging spell on the tiefling. The tiefling slams a card on the table, and the spell being cast is negated completely. Finally, she flips a card through her fingers and teleports out of the danger zone, escaping with her winnings.


A band of barbarians battles with a human man. The human fans out a hand of five cards, and throws them all at once, striking each of his opponents. The human senses another enemy behind him. He throws a card at the barbarian in front of him, and ducks as it ricochets off his target, flies over his head, and strikes the opponent behind him. Suddenly, the barbarians find themselves struck by an onslaught of projectiles, somehow more powerful than the ones before. It is only a matter of seconds before they are all dead on the ground.


Quick build [ edit ]


You can make a card dealer quickly by following these suggestions. First, dexterity should be your highest ability score, followed by wisdom or charisma. Second, choose the charlatan background.


Class features


As a card dealer you gain the following class features.


Hit dice: 1d8 per card dealer level
hit points at 1st level: 8 + constitution modifier
hit points at higher levels: 1d8 (or 5) + constitution modifier per card dealer level after 1st


Armor: light
weapons: simple weapons, finesse weapons
tools: playing card sets
saving throws: dexterity, charisma
skills: choose four from acrobatics, deception, history, insight, performance, persuasion, sleight of hand, and stealth


You start with the following equipment, in addition to the equipment granted by your background:



  • (a) A dagger or (b) A simple weapon

  • (a) A diplomat's pack or (b) an explorer's pack

  • Leather armor and a deck of playing cards



Table: the card dealer


Level proficiency
bonus features gambit dice gambit die size gambit feature 1st +2 casino combat, dealer's gambit (d6) 4 d6 3 2nd +2 tricked deck 4 d6 3 3rd +2 card dealer archetype 4 d6 4 4th +2 ability score improvement 5 d6 4 5th +3 dealer's gambit (d8) 5 d8 4 6th +3 card dealer archetype feature 5 d8 5 7th +3 expertise 6 d8 5 8th +3 ability score improvement 6 d8 5 9th +4 tricked deck 6 d8 5 10th +4 card dealer archetype feature 7 d8 6 11th +4 dealer's gambit (d10) 7 d10 6 12th +4 ability score improvement 7 d10 6 13th +5 stacking the deck 8 d10 6 14th +5 card dealer archetype feature 8 d10 7 15th +5 gambler's intuition 8 d10 7 16th +5 ability score improvement 9 d10 7 17th +6 dealer's gambit (d12) 9 d12 7 18th +6 card dealer archetype feature 9 d12 8 19th +6 ability score improvement 10 d12 8 20th +6 gambler's determination 10 d12 8


Casino combat [ edit ]


Not many people can fling a playing card at a straight line while maintaining the appropriate velocity for slashing the target. This is one prominent talent you acquired during your life as a card dealer. With an appropriate adjustment on the card beforehand, a deck of playing cards is ammunition for you.


You are proficient with combat cards, a deck of cards with sharpened edges for the purpose of combat weaponry. A combat card is a simple ranged weapon with the light, finesse, thrown (30/60) properties, and it deals 1d6 slashing damage on a hit. It also requires two hands to use. One hand for throwing, one hand for holding the deck. You cannot make a weapon attack with a combat card to a target that is within 5 feet from you.


You can spend 1 hour to prepare a deck of playing cards into combat cards. This process can be performed during a short rest or long rest. One deck of playing cards can be prepared into 52 combat cards this way.


Dealer's gambit [ edit ]


Gambit is not only your profession, but also your style of life. You have a certain number of gambit dice that represent your wits and resolves that you can utilize to overcome a tight situation.


At 1st level, you have four gambit dice. You gain additional gambit dice when you reach 4th level, 7th level, 10th, 13th level, 16th level, and 19th level.


At 1st level, your gambit dice are d6's. When you reach 5th level, your gambit dice turn into d8's. They turn into d10's when you reach 11th level, and d12's when you reach 17th level.


You can expend gambit dice to fuel various gambit features. You start knowing three such features. Select three features from the following list. You may learn additional gambit features as you gain levels in this class, gaining one feature at 3rd level, 6th level, 10th level, 14th level and 18th level. You regain all expended gambit dice upon completing a short rest or long rest.


When a creature you can see makes an attack roll, an ability check, a skill check or a saving throw, you can use your reaction and expend 1 gambit die to hinder its attempt. Roll a gambit dice and subtract the number rolled from the creature's roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll, the ability check, or the saving throw succeeds or fails.


When you use the attack action, you may flourish your deck of cards before you draw. As a bonus action, you spend one gambit die, and add its rolled number to your attack and damage rolls for your first attack. Additional damage dealt this way counts as force damage.


As an action, you can expend 1 gambit die to perform a flamboyant card trick that dazzles spectators. Each hostile creature within 10 feet of you is immediately distracted by your performance, and must succeed an intelligence saving throw of DC 8 + proficiency + the gambit die's rolled number. On a failed save, the targeted creatures have disadvantage on all ability checks until your next turn, and the next attack against each targeted creature has advantage.


As an action, you can expend 1 gambit die to make a combat card attack against multiple creatures within 20 feet of you. You must make a separate attack roll for each target, with a separate combat card. The number of creatures you can attack is equal to half the gambit die's rolled number rounded down.


As a bonus action, you can expend 1 gambit die to take the disengage action.


As a bonus action, you can expend 1 gambit die to take the dodge action.


Immediately after you fail an attack roll, you can expend 1 gambit die to throw a combat card past the face of your target. You must then make a dexterity saving throw of DC 20 - the gambit die's rolled number. On a successful save, you automatically hit another creature of your choice that you can see within the range of your combat card.


You may throw a minimum of 26 combat cards into the air to distract your target and make a hide roll as a bonus. As a action, expend one gambit die to throw the cards into the air. If you throw 39 cards or more as per this effect, add the gambit dice on your hide roll. The cards thrown this way are lost, and may not be used as ammunition until recollected.


Whenever you partake in a game where you can cheat, you can expend up to 3 gambit dice to stack the deck in your favor. For each die spent, you can give an additional player other than yourself advantage or disadvantage. If you are the dealer, you can automatically pick who wins.


If you know the current location of a creature that you can't attack because of line of sight or cover, you can use your action to expend 1 gambit die when you make an attack roll against the creature. The combat card can attack creatures by arching over and under cover, turning around corners at a 90 degree angle, or bouncing off of environment to reach unusual angles. Trick shots have their range increased by a number of feet equal to 5 x the gambit die's rolled number.


Tricked deck [ edit ]


Starting at 2nd level, you can add different effects to your combat cards. Whenever you make a new set of combat cards, you can expend 1 gambit die to add a trick effect to your deck of combat cards. You may choose 1 effect from the list below to apply to your deck of combat cards. You may not have more than 1 tricked deck at a time. When a deck is tricked, your combat cards count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage. At 9th level, you may have 2 trick effects on one deck of combat cards at the same time. It does not cost an extra gambit die to add 2 effects.


Your cards burn! When you hit a creature, you light the target on fire for 1 minute, causing them to suffer 2d4 fire damage at the start of each of their turns. The amount of fire damage dealt is equal to the number of the gambit die rolled to add this effect. The condition effect of this feature does not stack. At the start of their turn, the creature who had been lit on fire is able to perform a dexterity saving throw of DC8. On a successful save, the fire is put out.


Your cards are infused with a potent pheromone! When you hit a creature, your target must succeed a charisma save of DC 13 + the number of the gambit die rolled to add this effect, or be charmed until your next turn. While charmed, the creature can't attack you or target you with harmful actions or magical effects. You have advantage on any ability check to interact socially with the creature. You may expend 1 additional gambit die, and subtract the number rolled from the targeted creature's charisma saving throw. You can only have one charmed target at a time.


Your cards sting! When you hit a creature with a poisoned card, they must make a constitution saving throw of DC 8 + the number of the gambit die rolled to add this effect. On a failed save, the targeted creature receives the poisoned condition for 1 minute. A poisoned creature has disadvantage on attack rolls and ability checks. On a successful save, the creature only takes 1d8 poison damage, and is not poisoned. You may expend 1 additional gambit die, and subtract the rolled number from the creature's constitution save.


Ouch! That's sharp! When you deal damage with a combat card to a creature, the creature must make a constitution saving throw of DC 8 + the number of the gambit die rolled to add this effect. On a failed save, the creature begins to bleed at the start of each of their turns, taking an extra 1d4 slashing damage. They may repeat the saving throw at the end of each of their turns to end this effect. A successful wisdom (medicine) check can also stop the bleeding. This feature has no effect on constructs, undead, or oozes. The condition effect of this feature does not stack. You may expend 1 additional gambit die, and subtract the number rolled from the targeted creatures constitution saving throw.


Your cards make your enemies see stars! When you attack a creature, they must succeed a constitution saving throw of DC 13 + the number of the gambit die rolled to add this effect. On a failed save, the targeted creature will be stunned until your next turn. A stunned creature is incapacitated, can't move, and can speak only falteringly. The creature automatically fails strength and dexterity saving throws. Attack rolls against the creature have advantage. You may expend 1 additional gambit die, and subtract the number rolled from the targeted creature's constitution saving throw.


Card dealer archetype [ edit ]


When you reach 3rd level, choose one of the following archetype: the arcane ace or the master of cards. Your choice grants you features at 3rd level, and again at 6th, 10th, 14th, and 18th level.


Ability score increase [ edit ]


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.


Expertise [ edit ]


Starting at 7th level, choose two skills, and gain proficiency with those skills. If you are already proficient with the skills that you have chosen, your proficiency bonus is doubled for any abilities checks you make that use those skills.


Stacking the deck [ edit ]


Starting at 13th level, you have learned to easily use your combat cards with one hand. You no longer need one hand to hold the deck and the other to throw. Your combat cards now count as a 1 handed weapon for you. You may also dual wield combat cards if you so choose. Either way, you still follow the normal rules of dual wielding.


Also at 13th level, it seems that your cards never diminish. At the end of a fight, you can reclaim some of your cards, roll a gambit dice and add that many combat cards back to your inventory.


Gambler's intuition [ edit ]


Starting at 15th level, your wits as a gambler are enhanced to the point that your mind cannot be easily swayed by tricks, optical illusions, and spells. When you make an intelligence, wisdom, or charisma saving throw, you can expend one gambit die to lower the DC for yourself and any allies that can hear you, if you tell them. The DC is subtracted by the gambit die's rolled number.


Dealer's determination [ edit ]


Starting at 20th level, when you roll for initiative, you regain two gambit die. If you have no gambit dice left, gain two additional gambit dice. Additionally, you may use an action on your turn to play a defensive card. You expend a gambit die and add half the roll to your armor class until the end of your next turn.


Card dealer archetypes [ edit ]


Arcane ace [ edit ]


Starting at 3rd level, you study the arcane arts to enhance your abilities, trick your foes, and defend yourself more effectively. In addition, you gain proficiency in the arcana skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.


Magic manipulation ability


Wisdom is your magic manipulation ability for your arcane cards. Your magical talent comes from the skill that you have manipulating your deck of cards and the skill you use when executing your tricks. You use your wisdom whenever a cantrip, spell or arcane card refers to your spellcasting ability. In addition, you use your wisdom modifier when setting the saving throw DC for a cantrips, spells or arcane card you use and when making an attack roll with one.


Arcane ace save DC = 8 + your proficiency bonus + your wisdom modifier


Cantrips [ edit ]


At 3rd level, you learn three cantrips, your choice from the below list. At 10th level you learn another cantrip from this same list.



  • Friends

  • Gust

  • Minor illusiĆ³n

  • Message

  • Prestidigitation



Unarmored defense [ edit ]


At the 3rd level, you can channel your magic to protect you. When not wearing armor, you have an AC of 10 + dexterity modifier + wisdom modifier.


Arcane cards list [ edit ]


Also starting at 3rd level, you learn three arcane card options of your choice, as described at the arcane cards section below. You gain one additional arcane card options of your choice when you reach 6th, and again at 10th, 14th, and 18th level. The following arcane card options are all magical effects.


You can channel abjuraton magic through your deck of cards to prevent the magical tricks from spoiling your own magical tricks. When you see a creature within 60 feet of you casting a spell, you can expend 1 gambit die as a reaction to interrupt its spellcasting process. If the creature is casting a spell of 2nd level or lower, its spell automatically fails. If it is casting a spell of 3rd level or higher, make an ability check using your spellcasting ability. The wisdom saving throw is DC 20 - the gambit die's rolled number. On a success, the creature’s spell fails and has no effect.


As a bonus action, you can expend 1 gambit die to channel conjuration magic to teleport yourself. With an optical illusion involving flying cards, you teleport up to a range of 30 + (5 x the gambit die's rolled number) to an unoccupied space that you can see.


As a bonus action, you can expend 1 gambit die to infuse necromancy magic into one combat card until the end of your turn. When you hit a creature with the card infused with magic this way, the creature must make a constitution saving throw of DC 14 + the gambit die's rolled number. On a failed save, the creatures takes necrotic damage equal to the gambit die's rolled number + your wisdom modifier (a minimum of 1), and suffers one level of exhaustion. This feature has no effect against constructs and undead.


As an action, you can infuse transmutation magic into your deck of cards. You can select a number of your combat cards (maximum of 5) and turn them into gold coins. If you do, expend 1 gambit die and roll it. The amount of gold coins obtained is equal to the selected number of cards multiplied by the result of the gambit die. Once you use this feature, you can't use it again until you finish a short or long rest.


You can channel illusion magic through your deck of cards for a fast and precise escape. When a creature targets you with a physical attack or a harmful spell, you can expend 1 gambit die as a reaction. The attacker must make a wisdom saving throw of DC 20 vs your dexterity + the gambit die's rolled number. On a failed save, the attacker must choose a new target or lose the attack or spell. This feature does not protect you from area effects.


As a bonus action, you can expend 1 gambit die to infuse evocation magic into one combat card until the end of your turn. When you do so, choose one damage type from the following list: acid, cold, fire, lightning, thunder. When you hit a creature with the card infused with magic this way, the creature takes extra damage of the type chosen equal to the gambit die's rolled number + your wisdom modifier (a minimum of 1).


As a bonus action, you can expend 1 gambit die to infuse divination magic into one combat card until the end of your turn. When you hit a creature with the card infused with magic this way, an invisible mark appears on the creature's body until the end of your next turn. The next time the marked creature is targeted with an attack, the attack roll against the creature has advantage, and the mark burns away on hit, dealing radiant damage to the creature equal to the gambit die's rolled number + your wisdom modifier (a minimum of 1). The mark lasts for 1 minute


Spell thief [ edit ]


At 18th level, you gain the ability to magically steal the knowledge of how to cast a spell from another spellcaster. Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can use your reaction to expend a gambit dice, the creature must to make a saving throw with its spellcasting ability modifier. The DC equals your spell save DC + your gambit dice roll, and on a failed save, you negate the spell’s effect against you, and you steal the knowledge of the spell if it is at least 1st level and of a level you can cast (it doesn’t need to be a wizard spell). For the next 8 hours, you know the spell, can cast it using one gambit dice per the spell level, and the creature can’t cast that spell until the 8 hours have passed. Once you use this feature, you can’t use it again until you finish a long rest.


Master of cards [ edit ]


Elegant but lethal, you focus your training on the art of the combat with cards, relying on speed, elegance, and charm in equal parts. While some warriors are brutes clad in heavy armor, your method of fighting looks almost like a performance. A master of the cards excels in combat using different skills and tricks to flip the results to his advantage and always leave graceful.


Fast hands [ edit ]


Starting at the 3rd level, you can throw a combat card with increased velocity. Your combat card now deals 1d8 slashing damage on a hit, and its range becomes 60/120.


Wild card [ edit ]


Also starting at the 3rd level, you can find wild cards in your deck. When you make an attack with a combat card, roll a d20. On a 1, you are unable to attack, but you have drawn a wild card. On your next turn you may add your proficiency bonus + your total number of remaining gambit dice to your next attack's damage. This can stack with any other gambit features and tricked deck effects you have used for this attack. Once the attack action is taken, the wild card is expended, and another must be drawn. This feature may only be used on the attack action, and will only work on combat cards.


Combat quickness [ edit ]


Starting at the 6th level none can match your speed. You truly understand what it is to be "fast," and can now attack twice, instead of once, whenever you take the attack action on your turn. Also your confidence propels you into battle. Your charisma modifier is now added to your initiative.


Also starting at the 6th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.


Swashbuckler style [ edit ]


Starting at the 10th level, your charm becomes extraordinarily beguiling. As an action, you can make a charisma (persuasion) check contested by a creature's wisdom (insight) check. The creature must be able to hear you, and the two of you must share a language.



  • If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can't make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart.

  • If you succeed on the check and the creature isn't hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.



Combat expertise [ edit ]


Starting at the 14th level, if your attack misses a target within range, you can spend a gambit die to turn the miss into a hit. Additionally, if you hit with both prior attacks you can spend a bonus action to attack a third time


Elusive [ edit ]


Starting at the 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.


Multiclassing [ edit ]


Prerequisites. To qualify for multiclassing into the card dealer class, you must meet these prerequisites: 13 dexterity and a deck of 52 cards.


Proficiencies. When you multiclass into the card dealer class, you gain the following proficiencies: simple weapons.


Are there rules for using gaming sets?


Just started dming, and in a moment of hubris had a NPC challenge the party to a game of cards… which one of the pcs was proficient in. When asked the reasonable question of "ok what now," I realized I had no idea and a quick skim of the DM guide and PHB (and a longer look later) revealed nothing. Something that could have been fun and a nice character moment turned into a "sorry guys, let me just throw something together and move along."


Are there rules in 5e for what rolls/checks/contests are necessary or expected when using a gaming set? When and how would proficiency come into it? What other skills and proficiencies could come into play (ex: a sleight of hand check to cheat at cards)?


4 answers 4


The use of the various types of tools (including the gaming set) do not rely on a particular skill but instead simply use an ability score appropriate to what you are trying to achieve.


From the first paragraph on p. 154 of the PHB:


For example, the DM might ask you to make a dexterity check to carve a fine detail with your woodcarver's tools, or a strength check to make something out of particularly hard wood.


Having proficiency with a particular set of tools allows you to add your proficiency bonus to the roll in addition to the bonus (or penalty) granted by the ability score that is being used.


As for how the situation would play out, p. 174 of the PHB describes how to handle a contest between two individuals:


Both participants in a contest make ability checks appropriate to their efforts. They apply all appropriate bonuses and penalties, but instead of comparing the total to a DC, they compare the totals of their two checks. The participant with the higher check total wins the contest. That character or monster either succeeds at the action or prevents the other one from succeeding.


If the contest results in a tie, the situation remains the same as it was before the contest.


In your particular case it would depend in part on what game they are playing and what sort of approach they are taking. They could maybe use charisma to try and bluff their opponent. Or they could try and read their opponent with an intelligence or wisdom check. Maybe even dexterity to try and discreetly slip a winning card into their hand.


Participants do not have to use the same ability check: the NPC could try to bluff the PC with a charisma check while the PC tries to read the NPC with intelligence.


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5E treasure generator and other tools ot help your DM'ing


Have you ever DM'ed and came across a situation where you want to straight-up tell your player to just cross the damned river? Truth be told, that's a normal dnd scenario. Players can get sidetracked, forcing you to do improvisations 90% of the time. This is where 5E treasure generator and the rest of our DM tools come in.
5e treasure generator will help you improvise loot for the right player level on the fly. As a bonus, most of our 5E treasure generator tools will include your homebrew magic items and content! Hence, you can always instantly improvise even if you are not using official modules for your adventure.


Treasure generator


Treasure by definition pertains to a concentration of wealth. These stacks often contain precious objects, valuable items, metals, minerals, etc. In video games, treasures are often referred to as “loot" and are often come in various categories like common, rare, epic, and legendary. In tabletop rpgs like dungeons and dragons, treasures are often generated by the DM.


Generation of these treasures is governed by certain rules specifically tailored for the DM to follow. With that said, an app like the 5E treasure generator is a great tool the DM can try out. Specifically designed for dungeons and dragons fifth edition, this tool comes with all the features and rulesets the DM needs to randomly generate treasures in the game. Check out the app below along with other generators in the list below for more details.


Loot generator 5E for faster adventuring


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Dungeon generator 5E: generate your encounters


Playing dungeons and dragons will never go out of fashion. For the record, it never went out of fashion. Just recently in the TV series stranger things, the boys have been fond of playing dungeons and dragons and the mystery of the show has somewhat foreshadowed that in the realm of dungeons and dragons. So imagine if you could just generate your encounters in a dungeon generator 5E?


Tell you what, try monsters & generators for D&D if you are a big stan of dungeons and dragons. Generate the encounters, face the monsters and have yours ready to fight them like no other.


Are there rules for using gaming sets?


Just started dming, and in a moment of hubris had a NPC challenge the party to a game of cards… which one of the pcs was proficient in. When asked the reasonable question of "ok what now," I realized I had no idea and a quick skim of the DM guide and PHB (and a longer look later) revealed nothing. Something that could have been fun and a nice character moment turned into a "sorry guys, let me just throw something together and move along."


Are there rules in 5e for what rolls/checks/contests are necessary or expected when using a gaming set? When and how would proficiency come into it? What other skills and proficiencies could come into play (ex: a sleight of hand check to cheat at cards)?


4 answers 4


The use of the various types of tools (including the gaming set) do not rely on a particular skill but instead simply use an ability score appropriate to what you are trying to achieve.


From the first paragraph on p. 154 of the PHB:


For example, the DM might ask you to make a dexterity check to carve a fine detail with your woodcarver's tools, or a strength check to make something out of particularly hard wood.


Having proficiency with a particular set of tools allows you to add your proficiency bonus to the roll in addition to the bonus (or penalty) granted by the ability score that is being used.


As for how the situation would play out, p. 174 of the PHB describes how to handle a contest between two individuals:


Both participants in a contest make ability checks appropriate to their efforts. They apply all appropriate bonuses and penalties, but instead of comparing the total to a DC, they compare the totals of their two checks. The participant with the higher check total wins the contest. That character or monster either succeeds at the action or prevents the other one from succeeding.


If the contest results in a tie, the situation remains the same as it was before the contest.


In your particular case it would depend in part on what game they are playing and what sort of approach they are taking. They could maybe use charisma to try and bluff their opponent. Or they could try and read their opponent with an intelligence or wisdom check. Maybe even dexterity to try and discreetly slip a winning card into their hand.


Participants do not have to use the same ability check: the NPC could try to bluff the PC with a charisma check while the PC tries to read the NPC with intelligence.


Dnd 5e casino games


Now, the player’s handbook has very little to say about gaming sets… but xanathar’s guide to everything never let’s us down… they even call it gambling!


Gambling


Games of chance are a way to make a fortune- and perhaps a better way to lose one.
Resources. This activity requires one workweek of effort plus a stake of at least 10 gp, to a maximum of 1,000 gp or more, as you see fit.
Resolution. The character must make a series of checks, with a DC determined at random based on the quality of the competition that the character runs into. Part of the risk of gambling is that one never knows who might end up sitting across the table. The character makes three checks: wisdom (insight), charisma (deception), and charisma (intimidation). If the character has proficiency with an appropriate gaming set, that tool proficiency can replace the relevant skill in any of the checks. The DC for each of the checks is 5 + 2d10; generate a separate DC for each one. Consult the gambling results table to see how the character did.


Gambling results


Result | value
0 successes | lose all the money you bet, and accrue a debt equal to that amount.
1 success | lose half the money you bet.
2 successes | gain the amount you bet plus half again more.
3 successes | gain double the amount you bet.


For once, I am not actually that mad at their system. After that bit in xanathar’s they even give you complications you could throw in. But still… it just feels… lacking and not as fun as it could be! Though… I really like the 5 + 2d10 to create the DC for the check… that’s nice, and I am going to incorporate it into our new rules.


Lady luck


I am setting up gaming sets as if you are gambling your hard earned gold and trying to get a win against the casino. You could easily not have any bets for these games, and is just something to increase camaraderie among players or by being a distraction while the rest of the party steals something valuable from someone.


With that said, luck seems to always be on the side of those hardened gamblers, those who have rolled so many dice they seem to have just the right knowledge of how they will roll. Those people have proficiency in their gaming set of choice, and this gives them special options when it comes to their favorite games of chance.


By giving those with proficiency in gaming sets the ability to reroll a dice, or see the house’s hand, this helps show case their hard-earned skill over those just learning what a blackjack is… though it isn’t always enough if the newbie is just a bit luckier that night.


Institutions


It’s assumed that most gambling will be done in three categories: individuals, gambling dens and casinos. The larger the ‘house’ the more they are willing to gamble, and I’ve added in minimum and maximum bets that these establishments would be willing to lose. Now, this isn’t to say a casino won’t ever do an afternoon of 100gp buy-ins, but by keeping it cheaper the player’s aren’t risking their entire life savings on a lucky roll… or getting more gold than you may have planned for them to have. As always, the minimum and maximum bet is based on the DM’s prerogative and can fluctuate wildly from table to table.


Making that money


Now, how exactly do casinos and gambling places make money? Typically in games of chance, they offer games where they have a small edge over the gamblers. This is typically only a small percentage of chance on their side, but it’s enough to keep their lights on and make a ton of money every year. They also take a percentage off the pot that the winner of a game gets, and they have buy-ins to their games that participants may never get back. In any case, the house will try and make as much money as possible, and they have proficiency in all games of chance.


Because the house is likely to win the majority of the time, your players will lose gold with some of the games. If you aren’t a fan of that for your table, you can increase the odds your players get or don’t take a percentage away from pots.


Winning no matter what


Now, that brings us to… less reputable gambling locations. Not everyone is trying to play a game of chance with the adventurers where the adventurers might win. Sometimes there will be cheating and we have a few different ways of dealing with this for the table.


If a player wishes to cheat, they must roll a dexterity (sleight of hand) check against the DC of the casino. Remember that one part in xanathar’s where you created the DC by rolling 2d10 + 5? That's how we will figure out the DC for our players, and if they beat it, they get to reroll a dice. If they wish to reroll anymore, then they must make another check and the DM must reroll the DC. This continues so on and so forth until the player is happy or the house catches them in the act and I assume kicks them out.


If the house wishes to cheat against the player, there are two options. The DM can roll a sleight of hand check against the passive perception of the party or they can have the party roll a perception check against a DC determined by rolling 2d10 + 5. This gives the DM options, if their table has really poor passive perceptions, by having the party roll it gives them a better chance to catch a cheating table. If they have really good passive perception, by having the DM roll against that with a sleight of hand check, the DM might be able to pull one over on the table more easily.


Games


The most important part of our system is just creating games for the table to play. I understand why xanathar’s went a bit more vague route when it comes to describing gambling at the table, but that takes out all the fun of actually gambling. By having several games that a character can play, they can choose to play games they are proficient in and the entire table can have fun at gambling… not just the rogue who went out for a week and came back with a blackeye and no gold on them.


These games are ones I’ve been using in my own games for a while, some I stole from other places, others are adapted from existing games in the real world and doesn’t require much explanation.


Winners/losers


So there we have it. This is a pretty simple ‘system’ that really just required me to bring in a few gambling games and giving a more active purpose to being proficient in gaming sets. But that’s how things shape up sometimes, some of the easiest systems can be the funnest.


Next week, we are going to jump on another tool… maybe even a proper tool from xanathar’s! If you liked this, make sure you check out our patreon, there’s an option to get access to all of my homebrew in one central place, this includes the other tools I’ve done, future tools I’m still working on, monsters, items, etc! Plus, if you have any favorite gambling games, let me know! I’d love to add them into the .Pdf so people have a central place to find them all.


If you want a printer-friendly PDF of this tool, or any other tool, consider supporting us at the $1 tier on our patreon! All tools that I’ve created or will create in the future will be uploaded to our patreon in printer-friendly versions. We appreciate any and all support!


The turn of the universe


Actor. Geek. Canadian. Occasional cosplayer.
I'm J.D.! Some people call me jed. Don't know why.
Sometimes I call me jed too. Still don't know why.
Got questions? Maybe I can answer them.
Got answers? Maybe I can ask the right questions.
I can even think with portals.


Pulling off a heist in D&D 5E


Our most recent session saw us plotting a heist on board the casino boat the golden goose. The casino owner, lord drylund, had information we wanted and we needed to get to him. Our GM gave us a week to scheme and plan and three actions each to perform to prep for our heist. And we did!


With a few lucky rolls (plus one not lucky one) and plans A, B, & C in place, we began. Our halfling bard was performing on stage, our dragonborn got a job in the kitchen, our elven monk had joined the rowers down below (and was chained to the wall after having sabotaged the boat roof for a contingency plan), and our human thief and myself (a human wizard) boarded as wealthy passengers.


Plan A: the dragonborn slips our truth serum in lord drylund’s food, giving the thief and me a one-hour window to get to his cabin on the top level and talk to him. The cabin is off of a hallway, guarded from the dance hall by two guards. There’s also a wizard woman who is the head of security and keeps order on the casino floor on the main deck. We manage to avoid rousing suspicion from her or the small group of city watchmen who decided to show up to gamble too. And our monk is trying to win over the other slave rowers with a sing-a-long and jokes.


Plan A starts just fine. We get past an unexpected encounter with a former acquaintance of our thief, who has glasses made from a gem of seeing and so knows who he really is and almost blows our cover, but buys his silence with an amulet of nondetection. Our thief almost persuades the guards to let us through to see lord drylund with our fake documents. But they refer us to the bouncer/wizard, who isn’t completely convinced and asks us to try again in a few hours.


Well, balls. Time to change plans.


Plan B: we go loud. I cast fog cloud at 4th level and obscure the entire boat right as we happen to be going through a rough patch of the river called “the chucks,” plunging everyone into chaos. I then cast invisibility and nondetection on the thief, since we know of the alarm spell beyond the door. Our thief applies our sleeping potion to the guards by the door, I use dispel magic to bypass the arcane lock and then he picks it record time (gotta love a natural 20!). We also steal a staff of power from a rich young idiot in the confusion because we can. Additionally, our thief pickpockets the gem of seeing and puts the glasses on.


The ship hits a large rock in the chucks and a hole is ripped in the lower level of the boat.


Our dragonborn starts making her way out of the kitchen and trying to feel her way to the rest of us upstairs. And our monk has secured the help of one older lady and through some impressive acrobatics he manages to get through the hole in the hull, climb the side of the boat, set her on the roof, jump back down two levels to retrieve his gear, and then start berating the half-orc slave drivers about the wrongs of slavery. (I’m really not sure what his intentions were there.)


The three of us on the upper level get into the hallway. Our thief discovers the door to lord drylund’s cabin is a mimic because of his glasses, so he and our halfling start fighting it. I cast my own arcane lock on the door to slow down pursuit, as well as grease at the opposite ends of the hall near the ship’s bridge, before joining the fight. Our dragonborn stumbles across guards on the main level and just incinerates them with hellish rebuke—but now the boat’s on fire and slowly sinking.


We get through the door, find lord drylund with a bejewelled sword, and he attacks us… by throwing an octopus from his fishtank at our halfling. We start interrogating him and he tells us everything we want to know before being telepathically killed by a kraken. (I was caught off guard by this too.) we loot the room and then escape through the roof where our monk had weakened it.


We meet up with the older lady on the roof, get to a lifeboat, manage to get all of our party on this thing and start trying to make our escape as the wizard bouncer lady throws an angry fireball at us before dousing the golden goose in frost spells to put out the flames and seal the hole. As we limp away in our stolen lifeboat and our thief carves the name ocean’s elven into its side (because it’s a genius name), my wizard lights his pipe, regards the charred casino boat, and comments:


“looks like their goose just got cooked.”


(from the bottom of the lifeboat, our monk screamed “YYYEEEEEEEAAAAAAAAAHHHHH!”)


How can gambling work in a world where magical divination is possible?


In a dnd 3.5 universe, could a spell such as divination or commune allow the caster to cheat at betting on sporting events? (for example, by asking a question like "will stan stormbow win in this gladitorial match").


Is there any in-universe way around this, such as a abjuration that could be cast on the arena to prevent such divinations?


Run the Gambling Games of Marquet in Your Own Campaign, dnd 5e casino games.


7 answers 7


Offhand, I'd say very well (ba-dum-tish).


There's a couple things that limit this; usually if vancian magic is used, you wind up with this idea that you can only win a very small amount; you could gamble but you'd have to try a ton and it would be unwieldy.


If abused, here's some things I'd use as a GM:


Divine disfavor: if the person casting the spell is of lawful alignment or good alignment, their god may frown upon rigging gambling.


Divine fallibility: gods can't be bothered to concern themselves with gambling, and just don't care enough to answer coherently/certainly/accurately.


Hidden error: technically the spell description says that the caster can know, but if they abuse it they lose this ability (too used to the reactions, don't recognize truthfulness anymore).


Fate gaps: not everything is guaranteed to happen as divination states; if the match were rigged, for instance, the pit boss may change the outcome at the last second, but when the diviner asked the first person was going to win.


Wards: I'm not familiar with this in d20 (according to order of the stick such things definitely exist, and I've read something about similar things but don't recall exactly), but you can get wards to prevent a clear reading/cause a false answer to be apparent.


"mean" GM (ambiguity): I had a shadowrun group that depended way too much upon divination, so I let them use it like a GPS to find mission objectives. They didn't know it was hidden in the room with a fake clearly planted, so they took the fake and ran off. This doesn't work so well for sporting matches, but you could focus on a trademark style and then the opponent happens to use it in the next fight, so on and so forth.


Material cost: thor wants a cut of his cleric's gambling earnings, increasing the cleric's material cost for divination/commune.


Not all of these fit very well in universe, but they're what I use.


Mordenkainen’s private sanctum (p256 PHB) gives you a private area where divination spells can't penetrate. Nondetection (p257 PHB) cast on the participants in the gambling would prevent divination spells on them working. Combining those spells with some sort of enforcement to prevent spellcasting in the area, or an antimagic field(p200 PHB) would help stop spellcasters rigging the event.


Another option is if someone had a "big win" the same spells you quote in your question could be used to check if the winner is a cheat. "did carl crusher use a spell to choose the winner?" or something similar.


Something like this is essentially a problem of a self-limiting nature. That is - gambling in this world is only done on things where there is some degree of unsurety regarding the outcome. The person/group accepting the bet will only do so if they believe that the person placing the bet does not have some form of superior knowledge regarding the event that they are betting on.


In the case of a world where divination magic is commonplace (or relatively rare but still well-known to those who would accept bets) you would expect bets just not to be taken unless there was some surety that an event could be protected from divination magics. Where there was betting it would tend to be between trusted parties or amongst groups where the idea of magic being used is far-fetched (for instance, amongst peasants if magic is a tool of the educated classes). As a result, getting into such circles could be a significant task (and adventure hook) in and of itself.


Protecting against divination magics? There's got to be a ton of spells in d20 for that. If not, just make up one. Say something with a decent radius that just disrupts divinations targetting events that happing within range whilst the spell is up. Rather than just block them, have it make the results just utterly unreliable. Sometimes the spells work, sometimes they give plausible false information and sometimes they just tell you that the gladatorial contest is going to be won by a carrot :) if you keep the duration of the spell fairly low it should prevent it impacting too much on other areas of the game.


Another possibility is to have the characters realise repeated success at their bet-fixing. Have them win a whole cartload of gold from all sorts of disreputable types with short fuses and low morals. Once word gets around that some spellcasters have been liberating the hard-earned cash from the underworld of a few cities/countries/whatever let them feel the consequences of the coordinated action against them.


It might also be worth noting to the players that they might make more money selling their spellcasting services to the local authorities, guild, nobility etc.


How are attack bonuses calculated?


I have a level 2 oathbreaker paladin with a javelin and a halberd, and I'm not sure how to calculate my attack bonuses. Can anyone explain it to me?


Run the Gambling Games of Marquet in Your Own Campaign, dnd 5e casino games.


3 answers 3


I was just walking someone through this last night and it is tricky because of how far apart all the relevant rules are. Your proficiency bonus depends on your level, as shown in the chart on PHB p.15 and in your class advancement chart. You add it whenever you use a tool, skill, or weapon you're proficient in (among other things), as explained on PHB p. 12.


Stat bonus: by default, melee weapons use strength and ranged weapons use dexterity (PHB p. 194). However, melee weapons with finesse (as indicated in the table on PHB p. 149) let you use dexterity instead if you so choose, as described on PHB p. 147. Also, thrown weapons use the same attribute you would use if you were using it as a melee weapon - so strength unless it has the finesse property, in which case you can choose to use dexterity instead.


You'll use strength for both: the halberd because it's a melee weapon without finesse, the javelin because it's a thrown weapon without finesse. Your attack roll modifier is [your proficiency bonus + STR + any other relevant modifiers]. For a beginning character (levels 1-4) with a strength of 16, that'll be +5 total.


Run the Gambling Games of Marquet in Your Own Campaign, dnd 5e casino games.


What to add to your roll is answered in the combat chapter, under attack rolls: modifiers to the roll (PHB, p. 194):


When a character makes an attack roll, the two most common modifiers to the roll are an ability modifier and the character’s proficiency bonus. [. ]



  • Ability modifier.

  • The ability modifier used for a melee weapon attack is strength;

  • The ability modifier used for a ranged weapon attack is dexterity

  • Weapons that have the finesse or thrown property break this rule. [. ]



  • Proficiency bonus.

    • You add your proficiency bonus to your attack roll when you attack using a weapon with which you have proficiency [. ]





    • The above means that your attack roll is d20 + [ability modifier] + [proficiency bonus] + [other bonuses due to spells, magic weapons, etc.]


      The ability score table (PHB, p. 13 & 173) lists the modifiers for your ability scores: for instance, an ability of 15 has a modifier (or bonus) of +2.


      The character advancement table (PHB, p. 15) lists proficiency bonus for each level: for example, at level 2 you have a proficiency bonus of +2. (this is also listed in each class's feature table, e.G. Paladin .)


      The weapons table (PHB, p. 149) shows which weapons have the finesse or thrown properties, and the weapon properties section (PHB, p. 146-) describes the effect of those properties.


      Finesse. When making an attack with a finesse weapon, you use your choice of your strength or dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
      Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. [. ]


      A javelin is a thrown weapon, and doesn't have the finesse property; use your strength modifier.


      A halberd is a melee weapon, and doesn't have the finesse property; use your strength modifier.




      So, let's see, what we have: "you gotta spend big to make big, percy." - vex'ahlia, A traveler's gamble vox machina ventured into the lands of marquet not knowing quite what to expect. At dnd 5e casino games

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