Base Class: Bard
Bards of the College of Fateful Draws are tricksters who thrive on chance and deception. They use their mastery of card games and illusions to outwit their foes, always keeping an ace up their sleeve. With each draw, they walk the fine line between fortune and disaster.
Bonus Proficiencies
3rd-level College of Cards feature
When you join the College of Cards at 3rd level, you gain proficiency with playing cards and dice sets. You also gain proficiency in the Deception and Sleight of Hand skills if you don't already have them.
Gambler’s Draw
3rd-level College of Cards feature
At 3rd level, you create a magical, spectral deck of cards that you can use as a spellcasting focus. This deck allows you to perform minor illusions and tricks to confuse and mislead your enemies. As a bonus action, you can draw a card from your Deck of cards and roll a d8 to determine the effect:
| d8 Roll | Effect |
|---|---|
| 1 | Illusory Swap: Swap places with a willing creature within 30 feet. Both you and the target must be visible to each other. This movement does not provoke opportunity attacks. |
| 2 | Phantom Draw: Create a phantom duplicate of yourself within 30 feet. Enemies must succeed on an Intelligence (Investigation) check against your spell save DC to distinguish between you and the duplicate. |
| 3 | Shadow Card: As a thrown weapon, the card deals psychic damage based on your Bard level: 1d8 at levels 3-6, 2d8 at levels 7-10, 3d8 at levels 11-14. |
| 4 | Lucky Card: Grant yourself or an ally within 30 feet advantage on the next attack roll, saving throw, or ability check made within the next minute. |
| 5 | Gambler’s Aura: Create a 10-foot radius aura of shimmering luck around yourself. Allies within this aura gain a +1 bonus to attack rolls and saving throws for 1 minute. |
| 6 | Risky Move: Create an illusory hazard in a 10-foot square area within 30 feet. Creatures in the area must make a Dexterity saving throw against your spell save DC or take psychic damage equal to 1d8 + your Charisma modifier. On a successful save, they take half damage. The hazard lasts until the end of your next turn, creating difficult terrain. |
| 7 | Healing Hand: You can heal yourself or an ally within 30 feet for 1d8 + your Charisma modifier. This healing increases to 2d8 at Bard level 10 and 3d8 at Bard level 15. |
| 8 | Gambling Wards: You create illusory wards around yourself or an ally within 30 feet. For the next minute, the target has resistance to all damage from the next successful attack or spell. |
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Gambler's Gambit
6th-level College of Cards feature
At 6th level, you gain the ability to manipulate probability in your favor. Whenever you or a creature within 60 feet of you makes an attack roll, ability check, or saving throw, you can use your reaction to impose advantage or disadvantage on the roll.
Additionally, when you finish a long rest, roll a d20 and record the result. You can replace any d20 roll made by you or a creature you can see with this result. You must choose to do so before the roll, and once you use this feature, you can’t do so again until you finish a long rest.
All In
14th-level College of Cards feature
At 14th level, you learn to push your luck to the limit, risking it all for a chance at greatness. As a bonus action, you can choose to go "All In," drawing from your Gambler's Deck to determine your fate.
Roll 2d6 and consult the table below to determine the outcome. You can choose to keep the result or draw one more time, but you must accept the second result.
| 2d6 | Result | Outcome |
|---|---|---|
| 2 | Snake Eyes | You are cursed with overwhelming misfortune. For the next minute, you automatically fail the first attack roll, saving throw, or ability check you make each turn. |
| 3 | Dead Man's Hand | You drop to 0 hit points but immediately stabilize and regain consciousness at the start of your next turn with 1 hit point. |
| 4 | Jinx | You have disadvantage on all attack rolls, saving throws, and ability checks for the next minute. |
| 5 | Cursed Hand | You lose one use of Bardic Inspiration and one spell slot of your highest available level. |
| 6-8 | Break Even | Nothing happens. |
| 9 | Lady Luck | You regain half your maximum hit points (rounded up) and remove any conditions currently affecting you. |
| 10 | Double or Nothing | You regain all expended Bardic Inspiration and gain advantage on all attack rolls, saving throws, and ability checks for 1 minute. |
| 11 | Fortune's Favor | You gain one additional action on your next turn, which can be used to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. |
| 12 | Royal Flush | You regain all expended Bardic Inspiration and spell slots, and all allies within 60 feet of you gain temporary hit points equal to your Bard level. Additionally, your next attack or spell automatically scores a critical hit. |
Comments