Bard
Base Class: Bard

You have fallen down a rabbit hole and are having one hell of a good time. Your years of playing for pennies in ramshackle taverns are over. A life of opulence and fortune awaits you, and all you’ve gotta do is keep on playing the game of life. You don’t need to worry about a thing. Just dance the night away and let the Devil take control. 

Bonus Proficiencies

At 3rd level, you gain proficiency in the insight and deception skill, as well as two gaming sets of your choice. 

Let’s Play a Game

At 3rd level, your connection to The Devil grants you the ability to turn life into a game of chance. As an action, you can expend one use of your bardic inspiration.  Roll 3d6. Using the total number rolled, use the chart below to determine the outcome of the game. 

3d6

Effect

3

You take psychic damage equal to one roll of your Bardic Inspiration die, and you are unable to take actions, bonus actions, or reactions until the end of your next turn. 

4-12

You gain temporary hit points equal to one roll of your Bardic Inspiration die. 

13-17

In the next minute, the first time you cast a spell that requires a saving throw, choose a number of affected creatures up to your proficiency bonus. Those creatures have disadvantage on the saving throw. 

18

You’ve hit the jackpot. You and a number of creatures up to your proficiency bonus gain the effects of Bardic Inspiration. Additionally, as part of this action, you can cast the bane spell without expending a spell slot, but as if it were cast with the highest spell slot available to you.  

 

Down the Rabbit Hole

At 6th level, you learn how to enhance your playful materialism to your benefit. As a bonus action you can summon an ethereal gaming table that floats in front of you. The table exists for 1 minute or until your concentration ends (as if you were concentrating on a spell). During this time, you can cast the charm person spell without expending a spell slot. Creatures you target with this spell, and fail their saving throw, are compelled to come gamble at your table. Each creature around your table loses 5 gold pieces for every round they are charmed by you. When the table disappears you collect all gold lost by your charmed targets and the effects of charm person ends.

You can use this feature once per long rest. 

Dance in the Pale Moonlight

At 14th level, your life is grand, but it’s not always in your hands. 

As an action, you can begin to expel an aura of overwhelming confidence for one minute. All creatures within 30 feet of you that target you with an attack or harmful spell must make a Charisma saving throw against your spell save DC. On a failure they must target another creature or lose the attack or spell. 

During this minute, the GM can choose to make you roll a Wisdom saving throw against your own spell save DC. If you fail, the GM can choose what you do on your next turn. The GM can choose to do something out of character, however they cannot choose to do anything directly harmful. Once that turn is over, the aura dissipates and control is returned to you. 

You can use this once per long rest. 

Previous Versions

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5/8/2023 1:08:00 AM
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