Base Class: Bard
Your typical traveling and fortune telling mystic speaking in riddles and half-truths, yet everything they say seems to have meaning in hindsight. This bard views life as a great tapestry of destiny, with each thread influencing the whole. Some seek to change fate outright, some hope to "guide it along a better path." Despite their proclivity to accept fate, they all understand it's motion, some are outgoing and happy-go-lucky and others are more reserved and ominous, but all are drawn to speak their understandings
However, they are no mere seer sitting idly by, believing in action, If fate can be nudged in favor of themselves or their friends, they will take the risk, even if it means defying divine will.
Abilities & Style:
Fortune Teller & Fate Weaver: they carry a deck of enchanted tarot cards, or bones, each glowing faintly when used. Before a battle, they may draw a divine conclusion for an ally, whispering their fate and empowering them.
Mysterious and Elusive: this bard rarely stays in one place for long, their life a winding path of visions and omens. They are as comfortable in a noble’s court as they are in a seedy back-alley fortune-teller’s den.
Whispers of the Beyond: Spirits and shadows murmur to them, guiding their actions. Their words hold an eerie power, making even the most skeptical nobles shudder at their predictions.
Notable Quotes:
“Your path forks ahead, but both roads lead to fire. Choose the one where you burn with purpose.”
“Ah… The Fool. Do not be afraid. Even fools can change the world—perhaps only they can.”
“The Veil is thin tonight. Step carefully, lest something follows you back.”
Level 3: Veil-touched
Upon joining this college, you attune yourself to the unseen forces that shape reality. Wisdom becomes a valuable stat as now it is added to your constitution for the purposes of concentration checks and to your dexterity for determining your armor class. Equally a product of fate and will, choose one of the following paths
Path of the Harbinger
You gain proficiency in Intimidation and Religion, and you learn the Thaumaturgy cantrip. Additionally, when an ally rolls your Bardic Inspiration, they can choose to reroll it once and must use the second roll.
Path of the seer
You gain proficiency in Insight and Perception, and you can use your Bardic Inspiration dice on yourself for ability checks related to perceiving or understanding the future (such as Investigation, Insight, or Arcana). Additionally, you learn the Augury spell and can cast it without expending a spell slot once per long rest.
Path of the Trickster
You gain proficiency in Deception and Sleight of Hand and learn the Minor Illusion cantrip. Additionally, you can use your Bardic Inspiration to impose disadvantage on an enemy’s attack roll, ability check, or saving throw within 30 feet as a reaction.
Level 6: Fated intervention
You or an ally can now role your bardic Inspiration dice and subtract it from an enemy next attack, saving throw or ability check that is within 30 feet of the Inspiration holder. Additionally when the Inspiration holder receives healing from any source they can choose to roll the die and add the result to the amount healed. Furthermore choose one from the list below to continue on your path.
Echo of the future
As a reaction, when a creature within 30 feet fails an attack roll, ability check, or saving throw, you can force them to reroll it. They must use the new roll. You can use this feature a number of times equal to your Wisdom modifier (minimum 1) per long rest.
Omens in hindsight
Once per long rest, during a short rest, you can regain expended uses of your bardic Inspiration equal to your Wisdom modifier
Veil of shadows
As a bonus action, you can weave illusionary magic around yourself or an ally, granting invisibility until the end of your next turn. This ability can be used a number of times equal to your Wisdom modifier per long rest.
Level 14: Master of fate
Your presence in the mortal world is tenuous, tethered between fate and reality. You gain the following benefits:
- Advantage on all saving throws against divination and enchantment magic.
- When rolling initiative, you can choose to gain a +10 bonus to your roll. You can use this feature once per long rest.
- Once per long rest, you can ask a single yes-or-no question to the forces of fate (DM discretion on response
Additionally, your path has reached its penultimate conclusion choose one option from the list below
Dancer in the veil
When you are reduced to 0 HP, you can immediately use your reaction to instead drop to 1 HP and become incorporeal until the end of your next turn (resistant to all damage and able to move through creatures and objects). This ability can be used once per long rest.
The Tethered
Having focused on rooting yourself in reality, as long as neither your charisma nor your Wisdom has reached the stat max (20) you combine your charisma and your Wisdom modifiers for all associated rolls, only one proficiency is used at a time and only applicable if you are proficient in the given stat.
Weaver of prophecy
You may cast Divination without expending a spell slot once per long rest. Additionally, when you or an ally use Bardic Inspiration, the inspiration holder rolls twice and may choose either result.
Previous Versions
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