Bard
Base Class: Bard

Are games art? To you that answer is an easy yes. Games have rules and structures that make them interesting. With in these limitations you where able to find an artistry in this big game called life. The college of gamblers teach that you can back the best out a bad situation, do the best with the cards you are dealt. Its practitioners are masters of fate, and using it to their advantage. 

 

Level 3- Gaming Savant:

When you take this college at 3rd level you can gain prophecies in 3 gaming sets. You can also now use a gaming set as a bardic focus. 

 

Level 3 - The Coin:

You can spend one bardic inspiration to target one enemy creature and one ally creature. Flip a coin, then call it, if you call it correctly your ally because the target of this feature, if you call it incorrectly your enemy becomes the target of this feature. Then flip a second coin, and call if you call it correctly the target gains a bonus of your choice (either to a stat modifier or damage), until it is used or you take a short or long rest equal to your charisma modifier (In this case he target chooses when the increase is used). If you call it incorrectly the target loses points to either a stat or modifier of your choice equal to your charisma modifier until it is used or until you take a short or long rest (In this case you choose when the decrease is used). (You may use a die to replace the coin if you wish calling even or odd on the die)

 

Level 6 - The Dice:

You can spend one bardic inspiration to roll 2 d6 and target up to that many creatures with this feature. Then roll 2 more d6 and record the result. You may then roll 2 d6 until you get a different total to your recorded result. (Record how many times you are successful). Deal damage or heal hit points equal to the total sum of the dice with the same result plus your charisma modifier. You can not use this feature again until you finish a long rest. 

 

Level 6 - Controlling Fate:

You can control the outcome of one of the coin flips or dice rolls for “The Coin” Feature you can force one of the outcomes to be the result you wish by spending an additional bardic inspiration. In addition you can spend other additional bardic inspiration to change the outcome of one coin flip or dice roll of “The Coin” or “The Dice” and attempt another coin flip or dice roll, you must take the new result however.

 

Level 14 - The Deck:

You can spend one bardic inspiration to draw two cards from a deck of 52 playing cards. Depending on which cards you draw you can target creatures less than or equal to the value of the cards on the below chart. (You also must target yourself)(You can not target more than 21 creatures). Then, Draw 2 cards from a standard deck of 52 playing cards. If the valued result is less than 21 you may draw additional cards until the result is equal to or greater than 21. If you draw a value more than 21 your turns ends and you take damage equal to the value draw. If the value is less than 21 describe a condition using an amount or words equal to the end value of the cards draw. All targets must follow that condition for 1d6 hours to the best of their ability or take damage equal to the final value of the second set of cards draw. When only 1 target of this feature remains conscious. They automatically heal for double the final value of the second set of cards drawn. If the result is exactly 21 you can chose to ignore the rules yourself without taking damage. This ability can not be used again until you finish a long rest. (If you do not wish to use a deck of cards, roll a d4 and d10 each time you would normally draw a card and use that total to represent a card on the chart below.)

 

2 = 2

3 = 3

4 = 4

5 = 5

6 = 6

7 = 7

8 = 8

9 = 9

10 = 10 

11 = Jack (10)

12 = Queen (10)

13 = King (10)

14 = Ace (1 or 11)

 

Level 14 - Master of Fate: You can use the feature “Controlling Fate” twice in one instance of using “The Coin” or the “The Dice”

 

The Coin

You can spend one bardic inspiration to target one enemy creature and one ally creature. Flip a coin, then call it, if you call it correctly your ally because the target of this feature, if you call it incorrectly your enemy becomes the target of this feature. Then flip a second coin, and call if you call it correctly the target gains a bonus of your choice (either to a stat modifier or damage), until it is used or you take a short or long rest equal to your charisma modifier. If you call it incorrectly the target loses points to either a stat or modifier of your choice equal to your charisma modifier until it is used or until you take a short or long rest. (You may use a die to replace the coin if you wish calling even or odd on the die)

The Dice

You can spend one bardic inspiration to roll 2 d6 and target up to that many creatures with this feature. Then roll 2 more d6 and record the result. You may then roll 2 d6 until you get a different total to your recorded result. (Record how many times you are successful). Deal damage or heal hit points equal to the total sum of the dice with the same result plus your charisma modifier. You can not use this feature again until you finish a long rest. 

Controlling Fate

You can control the outcome of one of the coin flips or dice rolls for “The Coin” Feature you can force one of the outcomes to be the result you wish by spending an additional bardic inspiration. In addition you can spend other additional bardic inspiration to change the outcome of one coin flip or dice roll of “The Coin” or “The Dice” and attempt another coin flip or dice roll, you must take the new result however.

The Deck

Level 14 - The Deck:

You can spend one bardic inspiration to draw two cards from a deck of 52 playing cards. Depending on which cards you draw you can target creatures less than or equal to the value of the cards on the above chart. (You also must target yourself)(You can not target more than 21 creatures). Then, Draw 2 cards from a standard deck of 52 playing cards. If the valued result is less than 21 you may draw additional cards until the result is equal to or greater than 21. If You draw a value more than 21 your turns ends and you take damage equal to the value draw. If the value is less than 21 describe a condition using an amount or words equal to the end value of the cards draw. All targets must follow that condition for 1d6 hours to the best of their ability or take damage equal to the final value of the second set of cards draw. When only 1 target of this feature remains conscious. They automatically heal for double the final value of the second set of cards drawn. If the result is exactly 21 you can chose to ignore the rules yourself without taking damage. This ability can not be used again until you finish a long rest. (If you do not wish to use a deck of cards, roll a d4 and d10 each time you would normally draw a card and use that total to represent a card on the chart below.)

2 = 2

3 = 3

4 = 4

5 = 5

6 = 6

7 = 7

8 = 8

9 = 9

10 = 10 

11 = Jack (10)

12 = Queen (10)

13 = King (10)

14 = Ace (1 or 11)

Master of Fate

You can use the feature “Controlling Fate” twice in one instance of using “The Coin” or the “The Dice”

Gaming Savant

When you take this college at 3rd level you can gain prophecies in 3 gaming sets to replace the musical instrument prophecies you chose at first level. You can also now use a gaming set as a bardic focus. 

Comments

Posts Quoted:
Reply
Clear All Quotes