Base Class: Bard
Bards of the College of Misfortunes don’t shy away from failure—they embrace it, exploit it, and twist it into performance. Where others see an accident, these bards see an opening. They delight in the stumble before the fall, the tension before the coin flip, and the chaos that follows. For them, the unpredictable is not something to fear, but something to conduct.
These bards wield a unique magical tool: the Jinx Table, a chaotic wellspring of ill fate they can tap into when luck turns sour. A missed strike or failed save becomes a moment to strike back harder, to deepen wounds, or to spread panic.
Level 3: Level 3: Fortune's Folly
3rd-Level College of Misfortunes Feature
When you join the College of Misfortunes at 3rd level, you gain the following benefits.
Jinx focus : You can choose from the following to be your arcane focus instead of an instrument: a flipping coin, a rabbit’s foot, or a voodoo doll. The jinx focus is necessary in order to access your Jinx Table.
Harvester of Misfortune. When any creature within 60 feet of you rolls a natural 1 on an attack roll, saving throw, or ability check, you regain one expended use of your Bardic Inspiration die. You have one use of Harvester of Misfortune per long rest.
Mockery’s Armor. When you are targeted by a creature you can impose disadvantage on the roll. You can use this feature a number of times equal to your proficiency bonus. You regain all uses after a long rest.
Level 3: Weave of Calamity
3rd-Level College of Misfortunes Feature
You’ve mastered the art of channeling precise misfortunes at the perfect time.
As a Bonus Action, you can expend one use of your Bardic Inspiration on the Jinx Table, using your Bardic Inspiration die to determine the misfortune you can retain. You keep the resulting jinx until you bestow it as an Reaction to a creature within 60 feet of you, or until you finish a short rest or long rest. A creature can only have one Jinx effect at a time, if a new Jinx is bestowed upon the creature the newer effect takes place.
You can retain only one jinx effect at a time. Rolling on the Jinx Table immediately replaces the previously retained Jinx. If a jinx requires a saving throw, the DC equals your spell save DC.
Jinx Table
| Bardic Insp. Die | Jinx |
|---|---|
| 1 | Loose Footing. When a creature moves on its turn, you can force it to make a Dexterity saving throw. On a failure, it falls prone. |
| 2 | Fortune's Reversal. When a creature makes a saving throw, roll your Bardic Inspiration die and subtract it from the roll. |
| 3 | Slippery Hands. When a creature makes an attack roll, roll your Bardic Inspiration die and subtract it from the roll. If the attack misses, the creature drops its weapon if it's holding one. |
| 4 | Fuzzy Vision. When a creature targets someone with an attack or harmful spell, you can impose Disadvantage on the attack roll or force the caster to roll a Bardic Inspiration die and reduce the spell's save DC by that amount. |
| 5 | Faulty Gear. When a creature is targeted by an attack, roll a Bardic Inspiration die and subtract the number from the target's Armor Class until the end of its next turn. |
| 6 | Moment of Confusion. When a creature takes an action that involves targeting another creature, it must succeed on a Intelligence saving throw. On a failure it must target an ally (if it's a damage or a debuff action) or an enemy (if it's a heal or a buff action). If no allies are in range, roll a Bardic Inspiration die and subtract it from the roll associated with the creatures action. |
| 7 | Lapse of Memory. When a creature begins its turn, you can force it to make an Intelligence saving throw. On a failure, it is incapacitated until the end of its turn. |
| 8 | Exposed Vulnerability. Target a creature, until the end of its next turn attack rolls against the creature has advantage and attack rolls made by the creature has disadvantage. |
| 9 | Backfiring Fate. When a creature makes an attack roll or casts an spell, it must roll against its own Armor Class. On a hit, it takes half damage from the attack. If casting a spell, it must succeed on a Charisma saving throw or the spell misfires (DM’s discretion). |
| 10 | Mental Anguish. Target a creature, it must succeed on a Intelligence saving throw. On a failure it takes psychic damage equals to two times your Bardic Inspiration die and has disadvantage on any [rule]saving throw[/rules] until the end of it's next turn. On a save it only takes half damage. |
| 11 | Tough Luck. When a creature makes an attack roll, ability check, or saving throw, you make it re-roll with disadvantage and subtract with a roll of your Bardic Inspiration die. |
| 12 | Catastrophic Coincidence. You trigger a devastating accident, on the creature turn it must make a Dexterity saving throw with disadvantage. On a failure, it takes damage equal to three times your Bardic Inspiration die and is stunned until the end of its next turn. On a success, it takes half damage and isn’t stunned. |
Level 6: Level 6: Misfortune's Shadow
6th-Level College of Misfortunes Feature
You radiate an unsettling aura of misfortune, subtly tugging at the threads of fate around you.
You always have the Bane spell prepared. As a Bonus Action you can cast Bane without expending a spell slot and it does not require Concentration.
If the affected creatures fails an attack roll or saving throw while the spell is active and you don’t currently have a retained Jinx from the Jinx Table, you can roll on the Jinx Table as a free action. This roll does not expend a use of your Bardic Inspiration.
Once you use this feature, you can’t use it again until you finish a Long Rest. You can also restore your use of it by expending a level 3+ spell slot (no action required).
Level 6: Level 6: Bending Chaos
6th-Level College of Misfortunes Feature
Also at 6th level, you can twist a spell's failure into an unexpected new opportunity. When you cast a single target spell that has no effect on a successful saving throw, you can redirect the spell to a different creature within 10 feet of the original target. The new target must remake the saving throw, on a save the spell ends.
Level 14: Level 14: Master of Mayhem
14th-Level College of Misfortunes Feature
At 14th level, you become a virtuoso of bad luck. Whenever you roll on the Jinx Table, you roll twice per the price of one Bardic Inspiration die and retain both effects. If you roll the same number on both dice, you may instead choose any two effects from the table to retain. You can only retain 2 Jinx at a time, whenever you roll on the Jinx table again you must replace the old retained Jinxes for the new ones.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
4/13/2025 1:43:39 PM
|
22
|
0
|
--
|
Coming Soon
|
|
|
4/13/2025 11:36:32 PM
|
10
|
0
|
--
|
Coming Soon
|
|
|
4/13/2025 11:50:57 PM
|
10
|
0
|
--
|
Coming Soon
|
|
|
4/14/2025 12:23:20 AM
|
10
|
0
|
--
|
Coming Soon
|







Comments