Bard
Base Class: Bard

Bards of the College of Fortunes dabble in the dealings of fate.

Soothsayer

At 3rd level, you can expend one use of your Bardic Inspiration to tell a fortune for yourself or another creature. Roll a Bardic Inspiration die and consult the Fortunes table below to determine the fortune. As your Bardic Inspiration die changes, you unlock new fortunes to tell.

Fortunes

Number Rolled

d6

d8

d10

d12

 1

Fall prone

Fall prone

Fall prone

Fall prone

 2

Fail next attack

Fail next attack

Fail next saving throw

Fail next saving throw

 3

Disadvantage on next attack, ability check, or saving throw

Fail next ability check

Fail next attack

Fail next attack

 4

Advantage on next attack, ability check, or saving throw

Disadvantage on next attack, ability check, or saving throw

Fail next ability check

Next damage roll equals the lowest possible number rolled

 5

Succeed next attack

Advantage on next attack, ability check, or saving throw

Disadvantage on next attack, ability check, or saving throw

Fail next ability check

 6

Next attack is a critical hit

Succeed next ability check

Advantage on next attack, ability check, or saving throw

Disadvantage on next attack, ability check, or saving throw

 7

-

Succeed next attack

Succeed next ability check

Advantage on next attack, ability check, or saving throw

 8

-

Next attack is a critical hit

Succeed next attack

Succeed next ability check

 9

-

-

Succeed next saving throw

Succeed next attack

 10

-

-

Next attack is a critical hit

Next damage roll equals the highest possible number rolled

 11

-

-

-

Succeed next saving throw

 12

-

-

-

Next attack is a critical hit

Clarity of Mind

Starting at 3rd level, you learn how to read others’ intentions easier. After talking to a creature for at least 1 minute, you gain advantages on Wisdom (Insight) checks you make towards that creature.

Additionally, at the end of the conversation you can attempt to read further. The target must succeed on a Wisdom saving throw against your spell save DC or you learn its prevailing emotion. If the target is immune to being charmed, you sense nothing.

If the target succeeds on its saving throw, the target has no hint that you tried to probe deeper.

Once you use this feature to probe deeper, you can’t use it again until you finish a short or long rest.

Harbinger

At 6th level, you can cast augury as a ritual up to a number of times equal to your Charisma modifier. The cost to cast this spell is also halved. You regain any expended uses of this ability after completing a long rest.

Clairvoyant

Starting at 14th level, whenever you tell a fortune and don’t like the outcome, you may reroll the die and use either roll.

Previous Versions

Name Date Modified Views Adds Version Actions
4/21/2019 8:14:03 AM
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