Base Class: Bard
The life of a Bard is rarely one of leisure. If a bard is to spin believable tales of dragon-slaying and cult-thwarting adventures they must first experience first-hand what it is like to risk your life to create these stories. Some Bards find that the ultimate risk is too much to take, but others embrace it. They revel in the moments between betting it all and receiving their payout. No bet is too big, and neither is any pot. With enough experience, these Bards find ways to use their silver-tongues and quick wit to fool even Lady Luck herself.
Fortune's Favor
A College of Chance bard's Inspiration dice work differently from the standard Inspiration dice. When using their inspiration, the player must roll 2 dice to beat a goal, the dice and goal start out as d6s and 6 respectively, and both increase at certain levels. If they roll equal to or higher than the goal they take the higher roll of the 2 dice, if they roll lower than the goal they take the lower roll. (ex. The Bard gives the Fighter an inspiration, when the Fighter wishes to use the inspiration, she rolls 2d6. She rolls a 3 and a 5, since the numbers added together are 8 she passed the goal, and adds a 5 to her roll, as that was the higher of the two rolls.)
At 5th level the dice become d8s and the goal becomes 8. At 10th level the dice become d10s and the goal becomes 10. At 15th level the dice become d12s and the goal becomes 12.
Death's Gambit
When joining the College of Chance at 3rd level, you gain the ability to cheat death. If you reach 3 failed Death Saves, you may roll one last save. If this roll is above 5 you return to life with 1 hit point. You regain this ability after a long rest.
High Roller
Gain Proficiency with Gaming Sets and double your Proficiency Bonus when using them
Loaded Dice
Starting at 6th level, when you roll a 1 on an attack roll, ability check, or saving throw you may spend one Fortune's Favor to re-roll the die. This can also be used for your allies, but you must use your reaction and must be within 60 feet of them, as if you were granting them Fortune's Favor.
The House Always Wins
Starting at 14th level you may spend a charge of Fortune's Favor to use it on yourself when you make an attack roll, saving throw, or ability check. When you use it in this way, your rolls do not need to equal or pass a goal, you simply pick the higher of the two rolls.
Comments