Bard
Base Class: Bard

Collage of Fortune bards use their natural talents to peer into the future and tell someone's fortune - with some dramatic flair, of course. Unlike wizards of the School of Divination, Collage of Fortune bards prefer to call themselves "fortune tellers", "Oracles", or something equally mystifying to portent the fates of those they entertain, utilizing divination techniques that many would describe as "archaic" or "demonic". But a little mystery hasn't hurt anyone, has it?

Palm Reader

3rd-level College of Fortune feature

You have the uncanny ability to read people, and use it to your advantage. You gain proficiency in insight and slight of hand. Whenever you make an Insight or slight of hand check, you gain a bonus to the check equal to your charisma modifier (minimum of 1).

Additionally, you can spend 10 minutes with a willing humanoid and briefly read their fortune. As you read their fortune, you can learn one of the following traits:

  • Their alignment
  • Their background
  • One ideal, flaw, bond or personality trait of your choice

Upon finishing reading their fortune, you regain one expended use of your bardic inspiration feature. Once you read a persons fortune, you cannot read the same persons fortune again for 7 days.

You can do this a number of times equal to your Charisma Modifier, and you regain all expended uses of it when you finish a long rest.

Deck of Fates

3rd-level College of Fortune feature

You gain a magical deck of cards known as the Deck of Fates, which are used to tell someone's fortune, as well as your own. Additionally, the Deck of Fates can be used as a spellcasting focus for your bard spells.

As a bonus action, you can expend one use of your bardic inspiration for you or another humanoid of your choice to draw one card from the Deck of Fates, roll 1d20 and pick the card from the Deck of Fates Table below. If the roll has more than one option, roll 1d4 and choose the card with the corresponding roll. The same card cannot be drawn twice; If you or another humanoid rolls a card that has already been drawn, they must roll again.

Once you or another humanoid picks a card, they can use the card once as specified on the table below. If the effect requires a saving throw, it uses your spell save DC. The card remains in the wielder's possession until it is used or until they finish a long rest, in which the card returns to the Deck of Fates.

Deck of Fates table
d20 Card effect

1

 The Fool

If you have disadvantage on an attack roll, ability check, or saving throw, you can use a reaction to make the roll without disadvantage.

 2

 The Magician

You can cast one 1st level spell from the wizard spell list.

 3

 The High Priestess 

When you make an ability check, you can use a reaction to add your charisma modifier to the roll.

 4

The Empress (1-2)

The Emperor (3-4)

(Empress) As an action, you can duplicate one medium or smaller non-magical item of your choice. 

(Emperor) When you make a persuasion or intimidation check, you can use a reaction to roll with advantage. 

 5

The Hierophant

You can cast one 1st level spell from the cleric spell list. 

 6

The Lovers

As an action, one creature within 30 ft. of you must make a wisdom saving throw or become charmed for 1 hour.

 7

The Chariot

When you fail a wisdom saving throw, you can use a reaction to succeed instead.

 8

Strength

As an action, you become immune to the frightened condition for 1 minute.

 9

The Hermit 

As an action, you can become invisible for 1 hour.

 10

Wheel of fortune

As an action, you can roll on the wild magic surge table.

 11

Justice

If you roll a 1 on an attack roll, ability check or saving throw, you can use your reaction to reroll the die and must use the new roll.

 12

The Hanged Man

As an action, one creature within 30 ft. of you must make a wisdom saving throw or become incapacitated until the end of your next turn.

 13

Death

When you drop to 0 hit points, you can use a reaction to drop to 1 hit point instead.

 14

Temperance

When you make an ability check, you can use a reaction to treat a roll of 9 or lower as a 10.

 15

The Devil

As an action, one creature within 30 ft. of you must make a strength saving throw or become restrained for 1 hour.

 16

The Tower

When you see a creature within 30 ft. of you make an attack roll, ability check or saving throw, you can use your reaction to change their roll into a 1.

 17

The Star

As an action, you can give yourself or another creature inspiration.

 18

The Moon (1-2)

The Sun (3-4)

(Moon) As an action, one creature within 30 ft. of you must make a wisdom saving throw or become frightened for 1 minute.

(Sun) As a bonus action, you or another creature regain hit points equal to 3d10 + your charisma modifier.

 19

 Judgement

As an action, one creature within 30 ft. of you must make a constitution saving throw or has advantage on attack rolls against them for 1 minute.

 20

 The World

As a bonus action, you can teleport 120 ft. to a space you can see within range.

Good Omen

6th-level College of Fortune feature

Your talent for reading peoples fortunes becomes, in itself, inspiring. For one hour, When you read a willing humanoids fortune with your Palm Reader feature, when that creature rolls a bardic inspiration die, they can add your charisma modifier to the roll. 

Heart of the Cards

14th-level College of Fortune feature

You've become much more generous with your fortune telling. When you use your Deck of Fates feature, you or another creature can now draw two cards from the Deck of Fates instead of one. Roll 1d20 for each card, and pick both cards from the Deck of Fates table. The same card cannot be drawn twice; If you or a humanoid rolls a card that has already been drawn, they must roll again.

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