Bard
Base Class: Bard

While many colleges are born out of the similar philosophies amongst distinct peoples, some colleges are the handed down tradition of a single culture. The College of Fortune is one such tradition. Bards of the College of Fortune hold within them the stories of their people; tieflings. Rather than shared in taverns or on stage, these songs and poems are performed in huddled circles around caravan campfires.  To college members, the stories of their traveling companions are more valuable than any epic or nobleman’s  biography.

Many of their tales are told by multiple storytellers, crafting new perspectives from the collaborative quality of their art. The interreliance of these bards often breeds an ability to strengthen one another’s magic.

These bards hone luck like a skill. They attune to it, like a musician tuning  their instrument. At a moment’s notice, they can reach out to the strings of fate and play them to their heart’s content. While other colleges might value the actions of heroes or secrets of the past, they see that behind every great individual is a string of perfect circumstances. Greatness does not always come to those who want it, but those who fate is inclined to bestow some favor.

Restriction: Tieflings Only

Only tieflings can choose the college of fortune option. As a tradition of tieflings, the presence of bards of the College of Fortune is often seen as a threat by outsiders and few non-tieflings take interest in the college’s practices.

Your DM can lift this restriction to better suit the campaign. The restriction reflects the story of college of fortune members in Illiroth, but it might not apply to your DM's setting or your DM's version of the Illiroth.

Life on the Road

When you join the College of Fortune at 3rd level, you’ve learned to hide from would be pursuers and to run when hiding just isn’t an option. You learn the disguise self spell if you don’t already know it, and it does not count against the number of Bard spells you know. You can cast it once per day without expending a spell slot.

Additionally, you gain proficiency with either Vehicles (Land), Vehicles (Water), and your base walking speed is increased by 10 feet.

Cooperative Magic

At 3rd level, you’ve learned to harmonize with other spellcasters’ magic, amplifying their spells. When a creature that you can see within 30 feet of you casts a spell that requires a saving throw, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and adding half of the result (rounded up) to the spell's save DC. You must use this feature before any of the spell's targets makes their saving throws.

Strings of Fate

Starting at 6th level, your fortune telling skills become accessible in times of danger. As a reaction, you can grant yourself a bonus to ability checks, attack rolls, saving throws, and armor class until the start of your next turn. The bonus is equal to your Charisma modifier.

Once you use this feature, you cannot use it again until you finish a short or long rest or until you expend a spell slot of 1st level or higher. This effect ends early if you are incapacitated or you use this feature again while its effects are still active.

Tangled Fates

Starting at 14th level, your predictive magic permeates around you, affecting your allies as well. When you activate your Strings of Fate feature, creatures of your choice that you can see within 20 feet of you also gain its benefits until the start of your next turn.

Comments

Posts Quoted:
Reply
Clear All Quotes