Bard
Base Class: Bard

The College of Chance attracts bards who thrive in chaos, who see every moment as an opportunity to test fate, and who believe life itself is a high-stakes gamble. These bards are not content to sit idly by while the world follows its expected course—they bend the odds, tilt the scales, and take daring risks that others would shy away from. To them, every roll of the dice, every flip of a coin, and every shuffle of the deck holds the promise of fortune or failure, and they embrace both with equal fervor.

Bards of the College of Chance are often showmen and strategists, using their quick wits, daring personalities, and luck-manipulating magic to turn the tide of events. They are not just entertainers—they are opportunists, seizing the moment and stacking the odds in their favor. They see combat as a game of skill and fortune, where their words and actions tip the balance. Whether as charismatic gamblers, cunning con artists, or daring adventurers, they revel in the thrill of uncertainty and the art of turning setbacks into victories.

To outsiders, these bards may seem reckless, relying too heavily on luck and chance. But to those who understand their craft, it’s clear that their risks are calculated, their gambles deliberate. They have mastered the delicate balance between skill and serendipity, and they wield their abilities like a deck of cards, always keeping an ace up their sleeve. Whether in the heat of battle or a game of chance, they ensure that the house never wins—because they are the house.

Level 3: Gambler's Flair

You’ve mastered the art of turning chance into opportunity. You gain proficiency in the Sleight of Hand skill and two gaming sets of your choice. You can also double your proficiency bonus for any ability checks made with these gaming sets.

Additionally, your knack for bending luck gives you access to the Roll the Dice ability:

  • As a reaction, when a creature within 30 feet makes an attack roll, ability check or saving throw, you can roll  2d6. Choose to add or subtract the result from their roll.

You can use this feature a number of times equal to half your proficiency bonus and regain all expended uses after a long rest

Level 3: Lady Luck's Token

Once, before your next long rest, you can replace any attack roll, saving throw, or ability check made by you with the recorded result. You can decide to use this feature after the roll is made but before the DM determines the outcome.

Once you use your Lady Luck's Token, you cannot use it again until you complete a long rest.

Level 3: High Roller

When you roll a Bardic Inspiration die, you can reroll it, but you must use the second result. Additionally, if a creature who has your bardic inspiration rolls a natural 20, while in initiative, on an attack roll, saving throw, or ability check, you regain one expended Bardic Inspiration die.

Cheater's Gambit

When a creature within 30 feet rolls a natural 1 or 20, you can use your reaction to alter the result:

  • Natural 1: Turn it into a natural 20.
  • Natural 20: Turn it into a natural 1.

You can use this feature once a day and regain all expended uses after a long rest.

Level 6: Double or Nothing

When you or someone with your bardic inspiration use a Bardic Inspiration die or the Lady Luck's Token feature, you can choose to wager for a more dramatic outcome. Roll an additional 2d6 and apply the following results:

  • If the additional 2d6 rolls 7-12: Double the effect of the feature.

    • For Bardic Inspiration: Double the bonus granted to the roll.
    • For Lady Luck's Token: Roll twice and choose which result to use for the outcome (add or subtract).
  • If the additional 2d6 rolls 1-6: The feature fails, and you take psychic damage equal to the result of the d6.

Once you use Double or Nothing, you can’t do so again until dawn unless you expend a Bardic Inspiration die to use it again (Can only expend one Bardic Inspiration per day for this feature).

Level 14: Jackpot

As an action, roll a d20. The result determines the effects for you and creatures of your choice within 60 feet:

Roll Effect
1-5 All chosen creatures take psychic damage equal to your Bard level and have disadvantage on attack rolls, saving throws, and ability checks for 1 minute.
6-15 Allies gain advantage on attack rolls, saving throws, and ability checks for 1 minute, while enemies take disadvantage on these rolls for the same duration.
16-20 Allies gain temporary hit points equal to twice your Bard level and deal maximum damage with their next attack or spell. Enemies take psychic damage equal to 4d10.

Once you use this feature, you cannot do so again until you finish a long rest.

Comments

Posts Quoted:
Reply
Clear All Quotes