Base Class: Bard
Bards of the College of Chance are bards all too familiar with risk and reward and most often found in casinos and gambling halls. Your dance with chance has awarded you specialism in the art of the game. You strum on the strings of destiny, turn the tables of luck and feed on the frivolity of fate, twisting it to your own ends.
Tools of the Trade
At 3rd level, when you choose this college, you have mastered the art of the game and as such you gain proficiency with playing cards and one other gaming set of your choice - these act as an arcane focus for you. You can also choose a bonus proficiency from Sleight of Hand, Deception, Persuasion or Insight.
Deception
You have proficiency in Charisma (Deception) checks
Insight
You have proficiency in Wisdom (Insight) checks
Persuasion
You have proficiency in Charisma (Persuasion) checks
Sleight of Hand
You have proficiency in Dexterity (Sleight of Hand) checks
All or nothing
At 3rd level, your familiarity with the art of the game allows you to bend luck to its extremes. When a creature you can see makes an ability check, attack roll or saving throw, you can use your reaction to expend a use of bardic inspiration and re-roll the die and use the roll which is furthest away from 10 before the modifier is applied. You can use this ability after the die has been rolled but before the effect is revealed.
As you level up, you use the roll furthest from 8 at 5th level, 6 at 10th level and 4 at 15th level
Table tricks
At 6th level, you have developed a certain calling-card to your gambling style. Choose one table trick. You get to choose one additional table trick at 14th level.
Ace up your sleeve
Even seemingly on your last legs, you've always got one last backup plan to turn the tables. If you are reduced to 0 hit points by an attack from an opponent that you can see, you can make your opponent roll a Charisma saving throw against your spell save DC. On a failed save you and your opponent split the damage evenly between you taking half each. On a success nothing happens. You must complete a long rest before you can use this ability again.
Beginner's Luck
Once per day, when a creature adds one of your bardic inspiration dice to a roll they do not have proficiency in you can expend an extra use of bardic inspiration to add two bardic inspiration dice instead of one.
In addition, during the first round of combat only, any creature with one of your bardic inspiration dice has advantage on the first attack they make that round.
Bluff
You can convince just about anyone that they're getting the better deal such that as a bonus action you can make a Charisma (Deception) check against a creature you can see contested against the target's Wisdom (Insight) check. If you succeed, the creature has disadvantage on all ability checks against you for one minute and you gain advantage on the next roll you make against the target.
Counting Cards
Keeping track of all the numbers whizzing past you have learnt to predict what's next. When you finish a long rest, roll two d20s and record the numbers rolled. You can use a reaction to replace any attack roll, saving throw, or ability check made by you or a creature that has one of your bardic inspiration dice with one of these rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. Each roll can be used only once. When you finish a long rest, you lose any unused rolls.
Double or Nothing
You have studied the art of risk vs reward such that when you roll initiative, you can choose to add a bardic inspiration die to your initiative roll. If your new initiative puts you at the top of the initiative order then you may take two turns in the first round of combat. Otherwise you are sent to the bottom of the initiative order for the first round and use your unmodified initiative for the following rounds.
Hot Streak
Your luck just can't run out. When you roll a critical hit, any attack roll you make will count as a critical hit on a roll of 18 or higher for the next minute. However, a roll will count as a critical fail on a 2 or lower.
Lucky Number
At 14th Level, in your experience, you have diversified your approach to the games of fate in which you dabble and gain an uncanny understanding of luck. Up to three times per day, you can try to predict any attack roll, ability check or saving throw that you can see before the die is rolled. If your prediction matches the number rolled then you can choose to make the roll either a Nat 1 or a Nat 20 instead. You cannot use this ability and another College of Chance ability on the same roll.
You may also choose one additional table trick at this level.
Ace up your sleeve
Even seemingly on your last legs, you've always got one last backup plan to turn the tables. If you are reduced to 0 hit points by an attack from an opponent that you can see, you can make your opponent roll a Charisma saving throw against your spell save DC. On a failed save you and your opponent split the damage evenly between you taking half each. On a success nothing happens. You must complete a long rest before you can use this ability again.
Beginner's Luck
Once per day, when a creature adds one of your bardic inspiration dice to a roll they do not have proficiency in you can expend an extra use of bardic inspiration to add two bardic inspiration dice instead of one.
In addition, during the first round of combat only, any creature with one of your bardic inspiration dice has advantage on the first attack they make that round.
Bluff
You can convince just about anyone that they're getting the better deal such that as a bonus action you can make a Charisma (Deception) check against a creature you can see contested against the target's Wisdom (Insight) check. If you succeed, the creature has disadvantage on all ability checks against you for one minute and you gain advantage on the next roll you make against the target.
Counting Cards
Keeping track of all the numbers whizzing past you have learnt to predict what's next. When you finish a long rest, roll two d20s and record the numbers rolled. You can use a reaction to replace any attack roll, saving throw, or ability check made by you or a creature that has one of your bardic inspiration dice with one of these rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. Each roll can be used only once. When you finish a long rest, you lose any unused rolls.
Double or Nothing
You have studied the art of risk vs reward such that when you roll initiative, you can choose to add a bardic inspiration die to your initiative roll. If your new initiative puts you at the top of the initiative order then you may take two turns in the first round of combat. Otherwise you are sent to the bottom of the initiative order for the first round and use your unmodified initiative for the following rounds.
Hot Streak
Your luck just can't run out. When you roll a critical hit, any attack roll you make will count as a critical hit on a roll of 18 or higher for the next minute. However, a roll will count as a critical fail on a 2 or lower.
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