Base Class: Bard
With a misleading trick, the hand that pulls a card is unseen and can reshape the paths of the gullible. With astute mentalism and an uncanny charm, one can control those to ensure a desirous outcome. With a strong performance, the performer can spin the future in whichever direction they wish.
Some bards are less musical with their magic than others. Often called Astrologian, Bards of the College of Stars dabble in the infinite possibilities of the night sky using objects and trinkets seen by many as mere toys, using their force of personality and knack for magics to channel impressive power. These bards use their mystical Astral Cards to perform acts of curiosity, predict the outcomes of the future, and control the paths of fate to their advantage.
Bards in the College of Stars are secretive, often traveling from one place to another, making these bards hard to find. Their fortune readings can make them seem bizarre, untrustworthy because there's no actual divination magic is being used.
Oracle's Instruments
When you choose this archetype at 3rd level you master the use of a new form of instrument, a gaming set or occult object which you may use as a bardic focus. You gain proficiency in one gaming set of your choice. In addition, you gain proficiency in the Dexterity (Sleight of Hand) skill if you did not already have it, and you may choose to use your Charisma modifier instead of Dexterity whenever you make a Sleight of Hand ability check.
In addition, you can use these instruments to perform "readings". How accurate it'll be, and if the person you're reading for believes it or not, depends on your DM's discretions.
Astral Deck
Beginning at 3rd level you create a magical deck of cards used to read fortunes. If your Astral Deck is lost or destroyed, you can spend a long rest and 50 GP to craft a new deck.
Draw. As a Bonus Action, you can expend an Inspiration to draw from the Astral Deck. Roll a D6, a number you roll corresponds to a card from the deck (as shown in the Astral Deck table below). You can choose to hold a card from your draw action. It stays in your hand, and you can use a reaction on a later turn to bestow it. It fades if you use your draw feature again or after 10 minutes. Once you use the effect of a card drawn from the Astral Deck, you can't use that card again unless it's drawn from the deck the next time you use this Bonus Action.
Astral Deck
| ROLL | CARD |
|---|---|
| 1 | The Star |
| 2 | The Empress |
| 3 | The Chariot |
| ROLL | CARD |
|---|---|
| 4 | The Fool |
| 5 | The Lovers |
| 6 | The Magician |
Play. You can use your reaction to play the card you drew. (effects in the description below)
- The Star. When a creature within 30 feet of you fails an ability check, attack roll, or saving throw, you can use a reaction to add your charisma bonus to the rolls, possibly turning the failure into a success.
- The Empress. When a creature within 30 feet of you is attacked, you can use your reaction to give a bonus AC equal to your charisma bonus to the creature, until the end of the turn.
- The Chariot. When an ally within 30 feet of you hits with an attack roll, as a reaction you can add additional damage to the roll, this additional damage equals your bardic inspiration die + half your bard level.
- The Fool. When a creature succeeds on an ability check, attack roll, or saving throw, you can use your reaction to subtract your charisma bonus from the roll, possibly turning the success into a failure.
- The Lovers. When a creature takes damage you can use your reaction to cause them to regain hit points equal to your bardic inspiration die + half your bard level.
- The Magician. When a creature you can see cast a spell, you can use your reaction to cast the same spell. If the spell isn't a Bard spell it nonetheless becomes a Bard spell for you while using this card.
Redraw
Upon reaching 6th level, 3 times per short rest, when you draw from your Astral Deck you can choose to roll another d6 and select either result.
The number of uses increase to 4 times per short rest at 10th level, and 5 times at 14th level.
Sleeve Draw
On reaching 14th level, once per long rest, as an action, you can expend the max amount of your Bardic Inspiration(s) to use the effects of all the cards for 1 min, with unlimited uses.
However, if you choose to use this feature, you cannot use the cards anymore until you take a long rest.
Arcane Reading
When you reach 14th level in this class you have mastered the tools of your psychic trade, and are able to perform accurate readings for those who come to you for wisdom. You may spend 1 minute performing a reading for yourself or another creature, whom you must be able to touch for the full duration. When you complete your reading, roll a d20 and refer to the Arcane Reading table for the result. You may expend one use of your Bardic Inspiration in order to reroll on this table. The results of the Arcane Reading last for 24 hours unless otherwise specified.
You may perform these readings a number of times per long rest equal to your Charisma modifier. A creature may only be subject to your Arcane Reading once every week.
Arcane Reading Table
| d20 | Effect |
|
1 |
The subject loses all charges to limited use features provided by its class until they complete their next long rest. Reversed: Roll 1d4. On a result of 1, nothing happens. On a result of 2, the subject may immediately gain the effects of a short rest. On a result of 3, the subject may choose one class feature (not including the Spellcasting feature) that recovers on a long rest, and restore it as if they had taken a long rest. On a result of 4, the subject may immediately gain the effects of a long rest. |
|
2 |
The subject must immediately make a Charisma saving throw against the Bard's spell save DC. On a failed save the subject suffers from the Stunned condition. The subject may make this save once every hour, ending this condition on a successful save. Reversed: For the duration the subject may use an action on their turn to touch a creature, forcing them to make a Charisma saving throw against the Bard's spell save DC, the creature becomes Stunned on a failed save. At the start of each of that creature's turns it may repeat this saving throw, ending this effect on a successful save. A creature that has successfully made this saving throw cannot be affected by it again. |
|
3 |
Roll 1d6. The subject has disadvantage on (1-2) attack rolls, (3-4) saving throws, or (5-6) ability checks dependent on the result. Reversed. The subject receives advantage instead. |
|
4 |
Each turn upon declaring an action the subject must roll a d10. On a result of 1, the subject loses their action for that turn. Reversed. Each turn upon declaring any action, the subject may roll a d10. On a result of 10 the subject may take one additional action. The action cannot be the Cast a Spell option. If the subject takes the attack action, they do not gain any additional attacks granted by the Extra Attack feature. |
|
5 |
Extreme weather follows the subject for the duration. This may manifest in severe thunderstorms, sandstorms, blizzards, tornadoes, hurricanes, or similar based on the DM's discretion. Reversed: Roll 1d12. The subject gains resistance to one type of damage as determined by result 14 on this table. |
|
6 |
Anytime a creature misses an attack against the subject, that creature may use its reaction to reroll, taking the new result. Reversed. Anytime a creature hits with their attack against the subject, the subject may use their reaction to make the creature reroll, taking the new result. |
|
7 |
Any hostile creature declaring an attack in range of the subject must attack the subject, or make a Wisdom saving throw against the Bard's Spell save DC. On a failed save, the hostile creature must attack the subject. Reversed. Any hostile creature that declares an attack against the subject must make a Wisdom saving throw against the Bard's Spell save DC or else have their attack negated. |
|
8 |
Roll a d4 when this effect is revealed. On a result of 1-2, any natural 20 rolled by the subject must be rerolled, with the new result being taken. On a result of 3-4, any natural 1 rolled by the subject must be rerolled, with the new result being taken. |
|
9 |
Roll 2d12, where each result refers to a type of damage. The subject becomes resistant to the first type of damage, and vulnerable to the second type of damage for the duration. This cannot change any innate resistance, vulnerability, or immunity. 1. Nonmagical bludgeoning, piercing, and slashing |
|
10 |
Choose one ability score. The subject adds their proficiency bonus to all skills and saving throws related to that ability if they do not already. |
|
11 |
The subject may reroll any damage die that results in a 1. They must take the new result, even if it is also a 1. |
|
12 |
The subject gains a number of temporary hit points equal to xd8, where x is the Bard's Charisma modifier. |
|
13 |
If the subject has a weapon, that weapon is imbued with a mystical power. For the duration the weapon adds the Bard's Charisma modifier to its attack and damage rolls, in addition to its normal modifiers. |
|
14 |
The subject gains Expertise in one skill of your choice. |
|
15 |
Whenever the subject regains hit points from a rolled effect, any result of 1 may be rerolled, with the new result being taken even if it is a 1. |
|
16 |
The subject may use an action on their turn to touch a creature, forcing them to make a Wisdom saving throw against the Bard's Spell save DC. The creature becomes Charmed by the subject for the duration. At the start of each of that creature's turns it may repeat this saving throw, ending this effect on a successful save. A creature that has successfully made this saving throw cannot be affected by it again for the duration. |
|
17 |
The subject gains a +2 to an ability score of the Bard's choice, to a maximum of 22. |
|
18 |
If the subject has spell slots, roll 1d4+1. The subject immediately regains use of one spell slot of the value rolled or lower. If the subject does not have spell slots you may reroll on this table. |
|
19 |
The subject may ask one question, to which the DM must answer Yes or No to the best of their abilities. |
|
20 |
Roll a d20. On a result of 20, the subject gains a wish, as per the wish. On a result of 1-19, take the new result and refer to this table. If the new result has a "Reversed" option, use that option instead. |
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
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11/29/2021 2:43:58 PM
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27
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3
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Coming Soon
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