Bard
Base Class: Bard

The College of the House has two faces - to the outside they are entertainers and hosts, engaging in friendly games and wagers. Within the House, they are cunning gamblers, who use their bardic magic to manipulate their own luck and the luck of others. A Bard of the House might be a wandering gambler, travelling from town to town and winning just enough coin to escape suspicion and leave without a trace. Or one might have their own establishment, drawing in guests from around the world who come to try their luck against the House.

Ace of Games

At 3rd Level, you gain proficiency with all Gaming Sets as well as one charisma skill of your choice. Also, when making a charisma skill check in which you have proficiency in the course of playing a game, you may add twice your proficiency bonus to the roll.

Lucky Strike

At 3rd level, once per turn when you take the Attack action, you may spend one use of your Bardic Inspiration to let luck guide your hand. Choose "high" or "low" before you roll your Bardic Inspiration die. If you chose "high" add the number to your attack roll and damage roll. If you chose "low", subtract the number from your attack roll and if you hit, add the die to your damage roll and the attack is a critical hit. (e.g. if your Bardic Inspiration die is a d6, add 1d6 to your damage roll, rolling twice for a critical hit for a total of 2d6.)

Deck of Pointy Things

At 6th level, once per long rest, you can use a bonus action to create a deck of 2d4 magical cards that you can use as ranged weapons. Treat them as light, ranged (50/150) weapons with a damage die the same size as your Bardic Inspiration die. You have proficiency in them and can use your Charisma modifier in place of Strength or Dexterity when attacking with them. These cards disappear after using them in an attack or after 24 hours.

When you make an attack with one of these cards, roll on the Suit table to determine the damage type and gain an additional magic effect

Suit

1d4 Suit Effect
1 Clubs The attack deals force damage and whether the attack hits or not, the target must succeed on a Strength saving throw or be pushed back 10 feet.
2 Diamonds The attack deals radiant damage and whether the attack hits or not, the target must succeed on a Constitution saving throw or be blinded until the end of your next turn
3 Hearts The attack deals psychic damage and whether the attack hits or not, the target must succeed on a Charisma saving throw or be charmed by you until the end of your next turn.
4 Spades The attack deals necrotic damage and whether it hits or not, the card explodes into shards and the target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take one die in the same size as the card in slashing damage.

Rigged Game

At 6th level, you can entwine your bardic magic with your words to draw a mark into making an magical wager. If you speak with a humanoid for at least 1 minute, you can talk them into wagering an item that they have with them against one of yours. You can specify an object that you know that they have on them and an object that you own worth at least 5 gp to be wagered. You then make a contested Charisma ability check in your choice of Performance, Deception, or Persuasion, against the target's roll in that ability. If the target is not hostile towards you, your roll with advantage. The winner takes possession of both objects, and win or lose, the target has no indication that you have used magic.

Once you use this ability, you cannot use it again until you take a long rest.

Luck Be a Patron

At 14th level, you can turn luck in your favor, reversing fate in times of need. When you roll a die of d6 or larger, after seeing the result but before you know the outcome, you can spend a use of Bardic Inspiration to reverse your luck, turning the die to its opposite face. (If not using dice or using nonstandard dice, this should be N+1-R, where N is the size of the die and R is the number rolled)

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