Base Class: Bard
Many bards excel in the conversational skills required to be excellent gamblers, but Bards of the College of Luck understand there is more to these games of chance than swindling their fellow players out of a few pieces of gold. Luck is a constant force that exerts its will in nearly everything we do, and these Bards attempt to take their fortunes into their own hands, bending the power of fate to their will.
Level 3: Lucky Charms
Upon graduation from the Bards College of Luck, you receive your choice of 1 Lucky Charm. At Level 6 you can choose another to add to your collection. At Level 14 you can add a 3rd or trade in one for the Legendary version. (These will be on the homebrew section under Wonderous Items)
Rabbits Foot (Passive Ability Requires Attunement)
- Passive Ability: Increase the holders movement speed by 10 ft.
- Active Ability: Once Per Long Rest you can rub this lucky charm and it provides an extra action on this turn. This action can be any action you wish. (Does not require attunement to use)
Rabbits Foot of Haste Legendary (Passive Ability Requires Attunement)
- Passive Ability: Gives the user an additional 10ft of movement and the Spell Freedom of Movement is always effecting you.
- Active Ability: Once per long rest the user can cast Haste on itself or another creature for free and it does not require concentration. (Does not require attunement to use)
Four Leaf Clover (Passive Ability Requires Attunement)
- Passive Ability: Your Bardic Spell Damage now gets + 1D4
- Active Ability: 4 Times Per Long Rest you can pluck a leaf off and add 1D4 to your spell DC for your next spell. (Does not require attunement to use)
Four Leaf Clover of Spell Casting Legendary (Passive Ability Requires Attunement)
- Passive Ability: Bardic Spell Damage now has 1D4 added to its rolls.
- Passive Ability: Bardic Spell Attacks now add 1D4 to their spell DC
- Active Ability: 4 Times Long Rest you pluck a leaf off the clover and add a Bardic Inspiration to your Spell Attack Roll. This does not use a Bardic Inspiration Die. (Does not Require attunement to use) (Must be done Manually in DnD Beyond)
Lucky Coin (Passive Ability Requires Attunement)
- Passive Ability: While speaking with a Merchant or Trader you can add a Bardic Inspiration Die to all checks. This does not spend a Bardic Inspiration. (This is not applied on DnD Beyond and must be done manually)
- Active Ability: Once Per Long Rest you can flip the coin (Roll a D20) if it lands tails (1-10) you regain 2 Bardic Inspiration Die. If it lands head (11-20) change your next Bardic Inspiration Die to a D20.
Lucky Coin of Inspiration Legendary (Passive Ability Requires Attunement)
- Passive Ability: After trading with a Merchant or Trader you the next time you search your coin purse or bag of holding you find half the amount of gold spent at the trader in a compartment that you had forgotten about. (Up to 1000 Gold)
- Active Ability: Once Per Long Rest you can flip the coin (Roll a D20) if it lands tails (1-10) you regain all Bardic Inspiration Die. If it lands head (11-20) All of your Bardic Inspirations are now D20s until your next short rest. (Does not require attunement to use)
Loaded Die (Passive Ability Requires Attunement)
- Passive Ability: You gain the Gaming Set (Dice) you gain expertise when using this gaming set, and now uses Charisma for its checks. Furthermore, you can use this gaming set as a spellcasting focus. Whenever you use this gaming set as a spellcasting focus, any somatic components can be performed while handling the gaming set and you can ignore verbal components. If the only component of a spell is verbal, you may instead replace it with a somatic component. This allows you to cast spells unnoticed when using this game set.
- Active Ability: Once Per Long Rest you can give Disadvantage or Advantage to its attack rolls AND saving throws to a creature till the end of its next turn. This does not require and action. (Does not require attunement to use)
Loaded Die of Fate Legendary (Passive Ability Requires Attunement)
- Passive Ability: You gain the Gaming Set (Dice) you become proficient and double your proficiency modifier when using this gaming set, and now uses Charisma for its checks. Furthermore, you can use any gaming set that you are proficient with as a spellcasting focus. Whenever you use a gaming set as a spellcasting focus, any somatic components can be performed while handling the gaming set and you can ignore verbal components. If the only component of a spell is verbal, you may instead replace it with a somatic component. This allows you to cast spells unnoticed when using a game set.
- Passive Ability: You now get double proficiency on Insight and Deception Checks
- Active Ability: Once Per Long Rest you can use the die to automatically roll a 20 on any D20 test (Does not require attunement to use)
Level 3: Improbable Inspiration
At 3rd level your Bardic Inspiration carries a hint of luck. When a creature uses one of your Bardic Inspiration dice, they roll it twice and pick either result. If they succeed the roll you now receive a Bardic Inspiration die. This die must be used on your next D20 roll.
At 6th level, previous rule still applies, additionally if the both die are even or both are odd they do not expend the Bardic Inspiration die.
At 14th level, previous rules still apply, additionally if both die are the same number they retain the Bardic Inspiration die number to all D20 rolls until the next short rest. This effect cannot stack and in the case of another activation retain the highest matching number set.
Level 6: Fluke Accident
At 6th level you can expel any bad luck you may carry to other creatures. When a creature within 60 feet does an attack roll on a creature that has an a creature within 5 feet you can use a Bardic Inspiration as a reaction to use Fluke Accident. Fluke Accident forces the attacking creature to make a charisma save against your Bardic Inspiration Die + Proficiency Bonus + Your Charisma Modifier. If they fail the save they attack the enemy next to the intended creature instead. The creature that was now attacked takes half damage if the attack roll lands.
At 14th level You now have advantage on your Bardic Inspiration die roll. If the creature fails against both rolls the new target takes full damage. Fluke Accident can now also damage the attacking creature if no other creature is within 5 feet of the intended target.
Level 14: Master of Fortune
At 14th Level luck bends entirely to your will. As an action you can force all enemies within verbal distance (120 foot radial sphere) to attack with disadvantage until the end of your next turn. In addition you also give yourself and all allies advantage on all attacks until the end of your next turn.
Once you use this feature, you can’t use it again until you finish a long rest.
Level 14: No Bad Luck
When you roll a natural 1 on a D20 Test it is now counted as a natural 20. Additionally, you now gain the passive ability to regain a Bardic Inspiration die whenever you roll a natural 1 or 20 on a D20 Test
Level 6: Fortuitous Spells
Your Luck has now bleed into your spells. After you cast a spell you roll a D6. If you roll a 6 you restore the spell slot just used.
At Level 14 you get advantage on your D6 roll. If both are a D6 you get to cast the spell again this turn.
Previous Versions
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