Base Class: Bard
Bards of the College of Chance are famously known as thrill-seekers and risk-takers, willing to bet it all for the chance of great reward. Many are known for captivating crowds on the street with games of chance, while their roguish friends pickpocket their unsuspecting victims. Others find their fortunes in casinos, using their skills to bend the odds on their favor. Associating with these bards often means having a little bit of extra luck on your side, but at the cost of a bit more danger from time to time.
Gambler
When you join the College of Chance at 3rd level, you gain proficiency in Sleight of Hand skill. You also gain proficiency in two gaming sets of your choice, and you can double your proficiency bonus to any ability checks related into using them.
Lucky Charm
At 3rd level, you gain an attachment to a small trinket that you believe gives you good luck. You can use the following objects as a spellcasting focus for your bard spells: a deck of cards, a pair of dice, a game piece, a coin, a rabbits foot, or any similar small object.
While this trinket is in your possession, you have one extra Bardic Inspiration die. This die is separate from your other Bardic Inspiration dice and can only be used on one of your rolls and cannot be given to another creature. Once used, you regain this die after a long rest.
If you lose your Lucky Charm, you may spend 1 hour familiarizing yourself with a new object to serve as a replacement. This can be performed during a short or long rest, and the previous charm loses its magic.
High Roller
At 6th level, you raise the stakes even higher. Choose a number between 2 to 10 to be your Lucky Number. Then choose a number from 11 to 19 to be your Unlucky Number. When you make an attack roll, ability check, or saving throw with a d20 and you land on your Lucky Number, it is counted as a natural 20. When you roll your Unlucky Number, it is counted as a natural 1. During a long rest, you can chang your Lucky and Unlucky numbers to different numbers within the same parameters.
Big Payout
Your luck begins to rub off on your allies. Starting at 6th level, when a creature when a creature adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw, they may reroll a 1 or 2 on the Bardic Inspiration die, and must use the new result. This also applies to the Bardic Inspiration die provided by your Lucky Charm.
Pure Luck
Starting at 14th level, you no longer have an Unlucky Number, and your Lucky Number can be any number from 2 to 19. In addition, when an enemy creature rolls your Lucky Number on an attack roll against you, the attack automatically misses.
Previous Versions
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