Base Class: Bard
Misfortune bards have learned the ways of subtlety altering the luck of those around them. Though they only have control over the negative, they can force it on to their opposition to give themselves the upper hand. They are ostracized from the other colleges because of a fear that they would cause problems. Which isn’t entirely unfounded because many untrained bards of this college can use their abilities unknowingly.
Bardic Inconvenience
Instead of inspiring your team, your music only harms those around you. You can no longer use the Bardic Inspiration feature. Instead you can musically influence your enemy's to mess up at just the right moment. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inconvenience die, a d6.
Once within the next 10 minutes, when the creature rolls an ability check, attack roll, or saving throw you can choose to roll the die and subtract if from their roll. You can wait until after it rolls the d20 before deciding to use the Bardic Inconvenience die, but you must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inconvenience die at a time.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.
Your Bardic Inconvenience die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
Misfortune
3rd-level Collage of Misfortune feature
You can alter the luck of those around you. You can do any simple thing that causes something misfortunate to happen. This can be things like moving a chair to trip someone, making someone fumble a key out of their hand, or causing rats to chew a hole through a wine barrel. It has to be plausible in the environment and is always at the DMs digression. It takes no action to do this but it can only be done once every minute.
Hardship Enhancement
3rd-level Collage of Misfortune feature
A certain aura about you causes bad luck to be amplified. When any creature within 1 mile of you rolls a natural 1 on a d20 or totals your PB or less, roll from your 'Exceeding Failure' table using your Bardic Inconvenience die. If the natural 1 was rolled by an enemy of yours the affect from the table is applied to the creature. If it was rolled by an ally you can hold the effect and apply it to a creature you can see within a mile of you. A held effect can only be held until your next long rest. You can only hold 1 effect at a time, when you try to hold a second effect the first is lost.
Exceeding Failure
| Bardic Inco. Die | Spread misfortune |
|---|---|
| 1 | Redo Misfortune Roll 2 more die for the table. The first roll applies to the original creature, the second you get to choose the target of or hold the effect. |
| 2 | Evasion Misfortune 1 For the next 10 minutes all saving throws the creature makes have 1 subtracted from them. The AC of the creature also has 1 subtracted from it. This stacks with itself and other Evasion Misfortune rolls. |
| 3 | Weapon Misfortune 1 For the next 10 minutes all the attack rolls of the effected creature have 1 subtracted from their roll and damage. The DC of any spell the creature casts also gets subtracted by 1. This stacks with itself and other weapon misfortune rolls. |
| 4 | Trip Misfortune The target is knocked prone. They also make a dexterity saving throw against your spell save DC, if they fail they take 4+PB bludgeoning damage. |
| 5 | Evasion Misfortune 2 For the next 10 minutes all saving throws the creature makes have 2 subtracted from them. The AC of the creature also has 2 subtracted from it. This stacks with itself and other Evasion Misfortune rolls. |
| 6 | Bardic Misfortune The target has a Bardic Inconvenience die applied to them. |
| 7 | Weapon Misfortune 2 For the next 10 minutes all the attack rolls of the effected creature have 2 subtracted from their roll and damage. The DC of any spell the creature casts also gets subtracted by 2. This stacks with itself and other weapon misfortune rolls. |
| 8 | Bright Misfortune The target is blinded, after their turn they can make a constitution saving throw against your spell save DC to end the effect. |
| 9 | Evasion Misfortune 3 For the next 10 minutes all saving throws the creature makes have 3 subtracted from them. The AC of the creature also has 3 subtracted from it. This stacks with itself and other Evasion Misfortune rolls. |
| 10 | Dazing Misfortune The target must make a constitution saving throw against your spell save DC, if they fail they take 10+PB psychic damage and become paralyzed until the end of their next turn. On success they take half damage and are not paralyzed. |
| 11 | Weapon Misfortune 3 For the next 10 minutes all the attack rolls of the effected creature have 3 subtracted from their roll and damage. The DC of any spell the creature casts also gets subtracted by 3. This stacks with itself and other weapon misfortune rolls. |
| 12 | Major Misfortune
|
Charm Counter
This ability replaces your Countercharm ability.
Whenever someone casts an Enchantment spell within 30ft of you they have to succeed a charisma saving throw equal to your spell save DC.
Fates Favored
6th-level Collage of Misfortune feature
The misery your spreading seems to try and avoid you. When you roll a natural 1 on a d20, you can choose to re-roll the die, this time with advantage. You can do this once per round.
The original roll still allows you to use your 'Hardship Enhancement' feature.
You can now also hold two Spread Misfortune affects at a time.
Unlucky Start
14th-level Collage of Misfortune feature
At the beginning of combat you can make up to seven different changes using your Misfortune ability. This activates as soon as initiative is rolled and all effects are applied before turn 1 starts. These changes can be more impactful than your normal use of Misfortune, but are always at the DMs discretion.
You can now also hold three Spread Misfortune affects at a time.
Comments