Bard
Base Class: Bard

Bards of the College of Chance live for life's risks and challenges, testing fate at every moment. When the chips are down and things look bleak, these bards call on lady luck to shift fortune in their favour. Whether through the toss of the dice, the throw of cards, or a strategic move of a chess piece, those who join this college know how to read and manipulate their foes, often without them knowing.

Double or Nothing

When you join the College of Chance at 3rd level, you learn to push the luck of you and your allies just a little harder in the heat of battle.

After an ally uses one of your Bardic Inspiration die, they may push their luck to call Higher or Lower then roll a second die (tie loses). If the value on the second die corresponds to what they called, they add the value of both the dice to their roll. Otherwise, they lose their Bardic Inspiration.

Counting Cards

At 3rd level, you gain proficiency in two gaming sets of your choice and can use one as a spellcasting focus. You also gain proficiency in the Insight (Wisdom) skill. If you already have proficiency in Insight, you can instead choose to gain proficiency in another skill of your choice.

Fate's Gambit

At 6th level, you gain a special deck of playing cards known as Fate’s Gambit. As a bonus action, you can draw a card from your deck. This card stays with you until the end of your next turn. You can only have one card drawn at a time.

At any time while the card is drawn, you can use it as a reaction and expend a bardic inspiration die to use the effect of the card. You can only use one card per turn, and you cannot use a card on yourself unless otherwise specified.

Card Roll Effect
Joker 1 You can use your reaction to force an enemy to subtract the number rolled on your bardic inspiration die from their next ability check, attack roll, or saving throw.
Rank 2 You can use your reaction to grant an ally within 30 ft of you a bonus to AC equal to half the number rolled on your bardic inspiration die until the end of their next turn.
Jack 3 You can use your reaction to tether yourself to an ally within 30 ft of you. When they take damage, you take half of the damage taken and give the ally temporary hitpoints equal to the number rolled on your bardic inspiration die.
King 4 You can use your reaction to give an ally within 30 ft a bonus to their save DC equal to half the number rolled (minimum 1, rounded down) on your bardic inspiration die until the end of their next turn.
Queen 5 You can use your reaction to give an ally within 30 feet of you a bonus to their damage rolls equal to the number rolled on your bardic inspiration die until the end of their next turn.
Ace 6 You can use your reaction to give an ally within 30 ft of you hitpoints equal to the number rolled on your bardic inspiration die + your Charisma modifier.

 

Coin Toss

At 14th level, you push your luck to the very edge. Whenever you or a creature that you can see makes an attack roll, damage roll, saving throw, or ability check, you can use your reaction to toss a coin (or based on the results of a single d20).

  • Heads (or 11-20): You treat the result of the roll as a natural 20.
  • Tails ( or 1-10): You treat the result of the roll as a natural 1.

You can use this feature after the roll is made but before any of the results are applied. You can use this feature twice, and you regain all uses once you finish a long rest.

Additional Weapon: Gambit

You can use your Fate's Gambit as a weapon. It counts as a simple melee weapon with which you are proficient, deals 1d4 slashing damage, has the thrown (60/120), light, and finesse properties, and is considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage when wielded by you. Thrown cards magically return to the deck after use.

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