Bard
Base Class: Bard

"These bards, those that call themselves Oracles, are a cradle of knowledge that's unknown to most of the known world. Among this college, perhaps the most distinguished is an altruistic art which draws upon the wisdom of the cosmos. Dubbed somanoutics, the art seeks to heal and protect by manipulating corporeal planes through the use of a deck of Oracle cards.

Practitioners of this art are dedicated to the betterment of mankind, and for their charisma and compassion, eventually came to be known simply as Oracles."

- An Account: Clarity

Scholars have spent their living looking for a methods of predicting the future. These studies have led wizards to realising the merits of stargazing. There is an expansive historical record of man's attempts to read his own fate, these scholars hoped to separate the fables of superstition from the more reliable knowledge of evidence-based research. What their methodical scrutiny uncovered, however, was that much of the ancients' wisdom was founded in legitimate arcane theory. This revelation shifted the entire focus of their research, and his subsequent efforts to reconstruct and adapt these principles resulted in the creation of the college of Oracles-a bardic art which attuned the wielder's charisma to the movement of the heavens.

Following the discoveries that the moon and stars could tell the future, the deck of Oracles, with its cards representative of the constellations, became a means of these Bards to cast their spells. 

Minor Arcanum

When you choose the College of Oracles at 3rd level, you are bestowed with a deck of 16 Minor Arcanum cards, with 4 of every suit. These cards can be used as a spellcasting focus for your Bard spells.

At the start of a new dawn, you draw a number of cards from the top of your deck equal to your Charisma modifier (minimum of 1) + your proficiency bonus. If you have any remaining cards from your last draw, they get shuffled into your deck before you draw.

When a creature expends a use of your Bardic Inspiration, you can use a drawn card and give the inspired target the corresponding effect (alongside the Bardic Inspiration die):

SUIT EFFECT
Wands Wands are associated with the element of fire, and represent action and ambition. When you expend one use of your Bardic Inspiration on a target, the result of that Bardic Inspiration is doubled.
Swords Swords are a suit of double-edged intelligence, logic, and communication, associated with the element of air. When you expend one use of your Bardic Inspiration on a target, you grant them one additional weapon die to weapon attacks they make, or one additional damage die to any spell they cast (if they have any), for 1 round of combat.
Cups Cups rule over emotions and intuition, and the element of water. When you expend one use of Bardic Inspiration, you can inspire two creatures instead of one as part of the Bardic Inspiration feature (you can choose yourself for this effect).
Pentacles Pentacles of the earth element describe long-term stability, health, and prosperity. When you expend one use of your Bardic Inspiration on a target, you draw two more cards as part of the same action and choose one effect to apply, then you shuffle the cards back into the deck.

Divine Reading

At 6th level, your deck of Oracles grants you sight into your future and fate, which lets you dictate it to you will.

You learn two Divination spells of your choice from any classes. A spell you choose must be of a level that you can learn (see PHB, pg. 201, spell slots). The chosen spells count as bard spells for you but don’t count against the number of bard spells you know. Furthermore, Divination spells you cast don't require material components, have their duration doubled, and saving throws you make to maintain concentration on a Divination spell are made with advantage.

Weaver of Fate

At 10th level, your cards become a direct link to the cosmos, and they carry more power than before.

Two cards form in your deck of Oracles: The Fool and the World. As a reaction, you can expend one of your Minor Arcanum cards and manifest one of these cards and use their effect:

  • The Fool. When a creature you can see is healed or regains hit points, you can choose another creature within 30 feet of you to be healed for half the total hit points gained in that instance.
  • The World. When or a creature you can see deals damage with a weapon or spell attack, you can choose one creature within 30 feet of you to make a Charisma saving throw against your spell save DC. On a successful save, the target takes a quarter of that damage as force damage. On a failed save, the target takes half of that damage as force damage (the target can be the same creature).

You can only use these cards once until you shuffle your deck on a new dawn.

Major Arcanum

At 14th level, you are bestowed with a deck of 20 Major Arcanum cards.

At the start of a new dawn, you draw a number of cards from the top of your Major Arcana deck equal to your proficiency bonus. If you have any remaining cards from your last draw, they get shuffled into your deck before you draw.

You can use your Action to expend a Major Arcanum card. The result can be determined by the Major Arcanum table below.

SUIT EFFECT
The Magician A creature of your choice can add their proficiency bonus to any skill check they make.
The High Priestess  You choose a friendly creature. They are under the Invisibility spell.
The Empress You choose a friendly creature. That creature deals an additional 1d6 lightning damage when they hit with a weapon or spell attack. They can do this once per turn.
The Emperor A creature of your choice is immune to the Charmed and Frightened conditions.
The Heirophant You choose a friendly creature. They are under the Bless spell.
The Lovers You choose two creatures. They gain temporary Hit Points equal to your Bard level.
The Chariot You summon a 4th level Celestial Spirit and it becomes friendly to a creature of your choice.
Strength A creature of your choice gains +5 to their Strength score.
The Hermit A creature of your choice can take a bonus action on each of their turns take the Dash, Disengage, or Hide Action.
Wheel of Fortune You choose a creature. Until the end of their next turn, when the target rolls a d20, all even results count as natural 20, and all odd results count as a natural 1.
Justice You choose a creature. The next time that creature deals damage, it takes the same amount of damage as force damage. This damage can't be reduced in any way.
The Hanged Man You choose a creature and damage type. That creature becomes resistant to that damage type.
Death A creature of your choice makes a Charisma saving throw against your spell save DC. On a failed save, they become Stunned. They can remake the save at the end of their turn, ending the effect on a success.
Temperance You choose a creature. When they make an ability check that lets them add their Proficiency Bonus, they can treat a d20 roll of 9 or lower as a 10.
The Devil You summon a shadow demon and it becomes friendly to a creature of your choice.
The Tower You summon a 4th level Construct Spirit and it becomes friendly to a creature of your choice.
The Star A creature of your choice is healed for half of their maximum Hit Points. Any extra Hit Points become temporary Hit Points.
The Moon A creature of your choice has advantage on all saving throws checks they make.
The Sun A creature of your choice has advanatage on all ability checks they make.
Judgement A hostile monster with a Challenge Rating equal to your Bard level is summoned at a random point within 15 feet of you.

Unless specified, the effect lasts for 10 minutes, the range is 60 feet, and the same target can't benefit from more than one Major Arcanum card effect at a time.

If you draw the Judgement card, the effect is instantaneous, and the card is removed from the deck for 1 week.

Previous Versions

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