Base Class: Bard
This subclass features turning unlucky circumstances into bigger threats in and out of combat. Using the jinx table, a College of Misfortune bard can find oppurtune times to make enemies feel the pain of bad fate and benefit from those who are down on their luck.
Misfortunes Favor
When you join the College of Misfortune at 3rd level, you have learned to make the most out of your enemies bad luck. When a creature rolls a natural one against you, regain one expended use of your Bardic Inspiration feature.
Jinx
Starting at level 3, you have learned to cause mishaps in the heat of the moment. As bonus action you can expend one use of your Bardic Inspiration and roll on the Jinx table using your Bardic Inspiration die to determine the misfortune that you can channel into others as a reaction within 60 feet of you. You retain the jinx in mind until you bestow the jinx’s effect or you finish a short or long rest.
You can retain only one of these jinxes in mind at a time, and rolling on the Jinx table immediately replaces the retained jinx.
If the jinx requires a saving throw, the DC equals your spell save DC.
| Jinx Table | |
|---|---|
| Bardic Insp. Die | Jinx |
| 1-2 | Loose Footing. When a creatures moves on its turn you can cause the creature to make a Dexterity saving throw or fall prone. |
| 3-4 | Feeble Grip. When a creature makes an attack roll you can roll a Bardic Inspiration die and subtract the number rolled from the creature's roll. If the creatures misses, the creature drops its weapon if it carrying one. |
| 5-6 | Faulty Gear. When a creature is targeted by an attack, you can roll a Bardic Inspiration die and subtract the number rolled from the creature's armor class. This effect lasts until the end of the creature's next turn. |
| 7-8 | Lapse of memory. When a creature begins its turn you can cause it to make an Intelligence saving throw, or become incapacitated until the end of its turn. |
| 9-10 | Misfire. When a creature makes an attack or casts a spell, the creature rolls against their own armor class. On a hit the creature takes half damage from the attack. If casting a spell the creature makes a Charisma save or the spell misfires to your DM's discretion. |
| 11-12 | Tough Luck. When a creature makes an attack roll, an ability check, or a saving throw you can replace the creatures result with a 1 and the creature is forced to take the new result. |
Bad Luck Aura
Starting at level 6, creatures around you seem to fall on the harsher end of luck. Whenever a non-allied creature within 60 feet of you must make a saving throw, or an ability check the creature must subtract to the saving throw or ability check equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.
Bending Luck
Also at 6th level, you have learned to cause someone's success into another's failure. When casting a spell that has no effect on a successful saving throw, if none of the targets fail the saving throw, you can target another creature within 30 feet of the target(s) who was not targeted by the initial cast of the spell or this feature as the new target for the spell. Repeating this feature until a creature fails the saving throw or no new creature is within range.
Hi-Jinx
At 14th level, you now have the ability to harness bad luck to your upmost benefit. When using a Jinx, you no longer need to use your reaction to do so. Whenever you roll on the Jinx table, you can roll the die twice and store both Jinxes. If you roll the same number on both dice, you can ignore the number and choose any two effects on the table to store.
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