Base Class: Bard
Perhaps there's an art in the selling of good, and perhaps there's an art in gambling, but what about both? With expertly crafted capsules and figurines, you make your masterpieces known at random, dishing out special magical effects all based off the luck of the draw.
College of Gashapon Bards leave the battlefield guessing with various random effects that are either helpful or harmful. It's not your fault you didn't rig the rates before hand. In the pursuit of attracting new buyers, your special Bardic Inspiration can be shared amongst enemies as well, but no one is safe from fate's hands, so just make sure everyone understands all sales are final
Level 3: Gacha Mechanism
There's no fun if there's no randomness. When granting Bardic Inspiration, the creature affected instead uses their Bardic Inspiration to roll on the Rates Table, granting them the effect that they rolled.
In addition, as a bonus action, you may grant unwilling creatures Bardic Inspiration. The targeted creature must make a Charisma Saving Throw. On a fail, they roll on the Rates Table twice. You choose which of the two effects they gain. The amount of rolls the creature suffers increases by 1 at levels 6, 9, 14, and 19.
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The Magical Girl 01-02 |
You gain advantage on Charisma Saving Throws for the next minute, as well as any Charisma Ability Check for the next hour. In addition, a new outfit magically appears on you, resembling that of a dancer, complete with a skirt, ribbons, stockings, and a fake magic wand with a random symbol on it. This outfit can be removed by breaking the wand, and you'll return to wearing your normal clothing. You gain -1 on the next Roll, Unwilling Creatures gain a -1 penalty to their next roll |
The World 51-52 |
Your body feels frozen. You fall under the effects of Hold Person until the start of your next turn. In addition, your face is done up with green lipstick and eyeliner until washed off. You gain +3 on the next Roll, Unwilling Creatures gain a +3 penalty to their next roll |
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The Shut-In 03-04 |
You gain a level of exhaustion. In addition, your body is surrounded by a foul odor until washed You gain +3 on the next Roll, Unwilling Creatures gain a +3 penalty to their next roll . |
The Undead 53-54 |
For the next hour, you may cut off any of your limbs without taking any damage, and as a bonus action, your body will magically repair itself wherever your head is, any additional limbs will melt into blood. After an hour, your body automatically repairs itself. In addition, you have advantage on any intimidation checks if you detach limbs. You gain -1 on the next Roll, Unwilling Creatures gain a -1 penalty to their next roll |
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The Lay Lay Boy 05-06 |
For the next minute, your walking speed increases by 10 Feet, and your under the effects of the Jump Spell. In addition, your gender changes to the opposite sex until you're submerged in at least a gallon of hot water You gain -2 on the next Roll, Unwilling Creatures gain a -2 penalty to their next roll |
The Unlucky 55-56 |
For the next minute, all your rolls are done with disadvantage. In addition, for the next minute, whenever you roll a 1, a meteor falls on you, causing any creature, including yourself, to roll a Dexterity Saving Throw, dealing 8d6 fire damage on a failed save, and half as much on a success. You gain +4 on the next Roll, Unwilling Creatures gain a +4 penalty to their next roll |
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The Lost Pig 07-08 |
For the next minute, you fall under the effects of the Confusion Spell. In addition, for the next amount of days equal to a roll of your Bardic Inspiration Die, you turn into a black piglet when splashed with cold water, and return back to normal when submerged in at least a gallon of hot water. You gain +4 on the next Roll, Unwilling Creatures gain a +4 penalty to their next roll |
The Star Shooter 57-58 |
For the next minute, you can shoot a bolt of luminous energy from your hands. This bolt deals 2d6 Radiant damage and has a range of 60 Feet, using your Wisdom Modifier as it's To Hit Bonus. In addition, your hands shed 10 Feet of Light, as well as dim light for an additional 10 Feet. You gain -2 on the next Roll, Unwilling Creatures gain a -2 penalty to their next roll. |
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The Warrior from Earth 09-10 |
You gain advantage on all of your attacks until the start of your next turn, and once per turn, you deal an additional 5 Radiant Damage whenever you hit a creature with a melee weapon attack or unarmed strike. You may prolong this effect for an additional round, but in return, you take 20 necrotic damage which cannot be reduced by any means. You gain -3 on the next Roll, Unwilling Creatures gain a -3 penalty to their next roll |
The Coin Ejection 59-60 |
You lose one gold, and take 1d6 bludgeoning Damage, as a coin shoots out of the slot and hits you in the head. Try putting it in right next time. You gain +5 on the next Roll, Unwilling Creatures gain a +5 penalty to their next roll |
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The Warrior Elite 11-12 |
You cast Fireball as a 3rd-level spell centered on yourself. In addition, your body turns to stone for and amount of turns equal to a roll of your Bardic Inspiration Die Halved, as well as gaining the petrified condition until the effect wares off. You gain +3 on the next Roll, Unwilling Creatures gain a +3 penalty to their next roll |
The Virtual Singer 61-62 |
A beautiful harmony comes from your person. For the next minute, anyone within a 10 foot radius of you gains 5 Temporary Hitpoints at the start of their turn. In addition, your voice becomes slightly robotic for a number of hours equal to 2 rolls of your Bardic Inspiration Die. You gain -3 on the next Roll, Unwilling Creatures gain a -3 penalty to their next roll. |
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The Switcher 13-14 |
Immediately after rolling this effect, you may choose up to 1 willing creature within 60 feet and switch places with them via means of teleportation. In addition, for the next minute, the person you idolize will appear behind you and assist you in your fight, however, no one else seems to be able to see them... You gain -1 on the next Roll, Unwilling Creatures gain a -1 penalty to their next roll |
The Yellow one 63-64 |
Everyone in a 10 Foot Radius centered on you falls under the effects of the Silence Spell for the next minute. In addition, your voice becomes robotic beeps and boops for a number of hours equal to a roll of your Bardic Inspiration Die. You gain +3 on the next Roll, Unwilling Creatures gain a +3 penalty to their next roll |
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The King of Curses 15-16 |
You and any creature within must succeed a DC 13 Dexterity Saving Throw or take 3d6 Slashing Damage, only dealing half as much on a Successful Save. In addition, a fanged mouth grows on your hand for an hour, insulting you. You gain +5 on the next Roll, Unwilling Creatures gain a +5 penalty to their next roll |
The Empty Capsule 65-66 |
Nothing Happens. |
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The Chainsaw Devil 17-18 |
For the next minute, you can use a bonus action to consume any blood that isn't yours. If you do so, you gain 10 Temporary Hp, recover from a level of exhaustion, and have Advantage on your next attack. In addition, you feel an unnatural sense of lustfulness wash over you. You gain -2 on the next Roll, Unwilling Creatures gain a -2 penalty to their next roll |
The Jester 67-68 |
Your body gets entangled in a gum like substance, making you restrained until the start of your next turn. In addition, a random face card determined by the DM appears in your hand. You gain +4 on the next Roll, Unwilling Creatures gain a +4 penalty to their next roll |
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The Bladed Devil 19-20 |
A slashing wind blitzes through your body. Roll a DC 15 Dexterity Saving Throw. On a success, you take 1d6 slashing damage. On a fail, you take 2d6 Slashing Damage, and lose an arm if you have any. In addition, a katana like blade emerges from your head, which is finesse and deals 1d6 Slashing Damage. It can be removed with a successful DC 13 Strength Ability Check. You gain +4 on the next Roll, Unwilling Creatures gain a +4 penalty to their next roll |
The Bald Hero 69-70 |
Until the start of your next turn, you may roll an additional amount of dice equal to a roll of your Bardic Inspiration Die for an Unarmed Strike. In addition, any hair you have falls out and wont regrow for 1 day. You gain -2 on the next Roll, Unwilling Creatures gain a -2 penalty to their next roll. . |
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The Nine Tailed Ninja 21-22 |
A clone of you appears and will give the help action for the next minute. In addition, you have advantage on Charisma Checks to convince people to be friendlier toward you. You gain -3 on the next Roll, Unwilling Creatures gain a -3 penalty to their next roll . |
The One Eyed Crusher. 71-72 |
A blow strikes you in your chest, dealing 4d6 Bludgeoning Damage. In addition, you gain the ability to breath in a vacuum for an hour. You gain +5 on the next Roll, Unwilling Creatures gain a +5 penalty to their next roll |
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The Crow 23-24 |
A murder of crows flocks your vision. Until the end of your next turn, you are blinded. In addition, your garments are littered in black feathers. You gain +5 on the next Roll, Unwilling Creatures gain a +5 penalty to their next roll |
The Introvert Psychic 73-74 |
You gain the benefits of the Telepathic Feat for the next hour. In addition, a small green spirit controlled by the DM follows you for an amount of hours equal to your Bardic Inspiration Die. It speaks common and isn't hostile toward anyone, and offers advice to you in the best way it can. You gain -3 on the next Roll, Unwilling Creatures gain a -3 penalty to their next roll. |
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The Rubber Man 25-26 |
You gain resistance to all forms of Bludgeoning Damage for the next minute, and your melee range increases by 10 Feet. In addition, you lose any swimming speed you may have, and when in water, you'll start sinking to the bottom You gain -1 on the next Roll, Unwilling Creatures gain a -1 penalty to their next roll |
The Extroverted Mentor 75-76 |
Your Charisma score increases by 2 for the next 24 hours. Wait, isn't this supposed to be a negative effect? You gain +3 on the next Roll, Unwilling Creatures gain a +3 penalty to their next roll |
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The Sand Warlord 27-28 |
For the next minute, The area beneath your feet becomes quicksand. Your movement is halved. At the ends of each of your turns, you can attempt to escape by making a DC 18 Dexterity Saving Throw, returning your movement speed to normal on a success. In addition, you feel the urge to ugly laugh after every sentence for the next minute. You gain +3 on the next Roll, Unwilling Creatures gain a +3 penalty to their next roll |
The Jammed Machine 77-78 |
This is a ripoff, your capsule's don't even come out! |
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The Two Faced Swordsman 29-30 |
For the next minute, a 10 Foot Sphere of Magical Darkness surrounds you, as well as granting the ability to see in Magical Darkness. In addition, a mask magically appears around your face, which grants Darkvision, or extends your current Darkvision by 60 Feet until the next Dawn, where it becomes non-magical and shatters into pieces. You gain -2 on the next Roll, Unwilling Creatures gain a -2 penalty to their next roll |
The Broken Capsule 79-80 |
You're joking, right? |
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The Dud 31-32 |
An empty Capsule? That's not supposed to be there. |
The Locked and Loaded Gunslinger 81-82 |
The next ranged attack you make does max damage for the next 3 rounds. In addition, you gain proficiency in firearms for the next 3 days. You gain -2 on the next Roll, Unwilling Creatures gain a -2 penalty to their next roll. |
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The Warforged of Eve 33-34 |
For the next minute, A suit of Magical armor surrounds you, turning your size category to large. The target's weapons also grow to match its new size. While these weapons are enlarged, the target's attacks with them deal 1d4 extra damage. In addition, after one minute, the suit forcefully ejects you out 20 feet away, and everyone within a 10 Foot Radius of the armor must make a DC 13 Dexterity Saving Throw or take 5d6 Fire Damage, as the suit self destructs. You gain -3 on the next Roll, Unwilling Creatures gain a -3 penalty to their next roll |
The Silent Assassin 83-84 |
The next attack made against you does an additional 3d6 Force Damage. In addition, your voice is coated in an exotic accent for an amount of hours equal to a roll of your Bardic Inspiration Die You gain +5 on the next Roll, Unwilling Creatures gain a +5 penalty to their next roll |
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The Angels of Adam 35-36 |
A Blue diamond prism appears 30 Feet in front of you. Everyone in a 60 Foot Line must succeed a DC 15 Dexterity Saving Throw or take 8d6 Radiant Damage, half as much on a success. In addition, your body begins leaking a strange orange liquid which dissipates after a minute. You gain +5 on the next Roll, Unwilling Creatures gain a +5 penalty to their next roll |
The Younger Demon Dog 85-86 |
For the next minute, you grow black claws from your hands which you can use as a melee attack. They count as finesse, and deal 1d8 slashing damage. In addition, a random creature that the DM deems friendly to you can speak the command word "Sit", which causes you to drop to the floor and go prone. This effect lasts for an amount of hours equal to a roll of your Bardic Inspiration Die. You gain -3 on the next Roll, Unwilling Creatures gain a -3 penalty to their next roll. |
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The #1 Hero 37-38 |
You gain Heroic Inspiration. In addition, for the next hour, a willing creature may eat a strand of your hair and recover a spell slot which level is equal to a roll of your Bardic Inspiration dice halved, rounded down. They can only benefit from this effect once every 7 days. You gain -1 on the next Roll, Unwilling Creatures gain a -1 penalty to their next roll |
The Elder Demon Dog 87-88 |
All creatures feel an unnatural anger toward you. Until the start of your next turn, anyone within a 20 Foot Radius centered on you has Advantage to hit you. In addition, for the next minute, you grow black claws from your hands which you can use as a melee attack. They count as finesse, and deal 1d8 slashing damage You gain +3 on the next Roll, Unwilling Creatures gain a +3 penalty to their next roll |
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The Number #1 Villain 39-40 |
Your skin begins to deteriorate. Your Strength Score is halved for a minute. In addition, your skin becomes unbearably itchy until the next dawn. You gain +3 on the next Roll, Unwilling Creatures gain a +3 penalty to their next roll |
The Unstoppable Drill 89-90 |
For the next minute, your Strength and Dexterity Modifiers increase by 1 for every turn your in combat, going to a maximum of 20. After a minute, your stats return to normal. In addition, your unarmed strikes do an additional 1d4 piercing damage plus your Strength Modifier. You gain -1 on the next Roll, Unwilling Creatures gain a -1 penalty to their next roll. |
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The Obnoxious Alien 41-42 |
For the next minute, you gain a flying speed of 30 feet, and whenever a creature hits you with a melee attack, they take 1d4 Lightning Damage. In addition, you grow a pair of small yellow horns from your head, which slowly fade away over the course of days equal to your Bardic Inspiration Die You gain -2 on the next Roll, Unwilling Creatures gain a -2 penalty to their next roll |
The Universal Wall 91-92 |
All of your ability scores become 5 + a roll of your Bardic Inspiration Die for a minute. In addition, you become vulnerable to piercing damage for a minute. You gain +4 on the next Roll, Unwilling Creatures gain a +4 penalty to their next roll |
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The Leecher 43-44 |
You gain the frightened condition until the end of your next turn. In addition, anytime you talk to a creature of the opposite sex, thunder can be heard from far away for the next 7 days. You gain +4 on the next Roll, Unwilling Creatures gain a +4 penalty to their next roll |
The Mountain Beauty 93-94 |
Your size increases by one size category for the next minute. In addition, as a bonus action, you may increase your size category by one until the start of your next turn. |
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The Reincarnated 45-46 |
If you drop to 0 hit points within the next minute, you can instead return to 1 hit point instead. In addition, you hair changes color randomly based on the DM's discretion You gain -2 on the next Roll, Unwilling Creatures gain a -2 penalty to their next roll |
The Capsule Candy 95-96 |
A small candy appears, healing you for 1d4. You gain +5 on the next Roll, Unwilling Creatures gain a +5 penalty to their next roll |
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The Demon King 47-48 |
A Hellish portal appears, summoning an amount of imps equal to a roll of your Bardic Inspiration Die, all hostile toward the nearest creature. In addition, the taste of wine makes you sick for the next 7 days. You gain +5 on the next Roll, Unwilling Creatures gain a +5 penalty to their next roll |
The Red Scissored Blade 97-98 |
Any weapon attack made by you until the end of your next turn ignores any Immunities and Resistances. In addition, if you roll a 20, any armor or clothing the creature was wearing is shredded to pieces, removing any benefits it may have provided. |
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The Stardust Crusader 49-50 |
Immediately after your turn, you may take an additional turn, where you may only make the Attack Action. In addition, your body is covered with spiritual flames that can only be seen if you have the ability to cast spells. You gain -3 on the next Roll, Unwilling Creatures gain a -3 penalty to their next roll |
The Purple Scissored Blade 99-00 |
Your armor and garments turn against you, it's threads cutting into your body. For the next minute, every 10 Feet you move inflicts 3 Slashing Damage which can't be reduced by any means. In addition, during that minute, your armor and/or clothing becomes sentient and is able to speak, it's dialogue determined by the DM. You gain +3 on the next Roll, Unwilling Creatures gain a +3 penalty to their next roll |
Level 3: No Refunds! Please Come Again!
When a willing creature uses their Bonus Action to use Bardic Inspiration: Gacha Mechanism, they can spend 1 Silver Piece to roll on the table again. When they spend a Silver this way, it's instantly transferred to your person. As a reaction, you can attempt to use the Silver Piece to regain a use of Bardic Inspiration. Flip a coin. On heads, you regain one use of Bardic Inspiration, and gain nothing on tails.
At higher levels, willing creatures can spend an additional Silver Piece to reroll more. They can spend 1 additional Silver Piece at levels 6, 9, 14, and 18, however, you can only attempt to regain Bardic Inspiration once a turn.
Level 6: Turning a Profit
When a creature uses one of your Bardic Inspiration Die to roll on your Rates table, you gain 1 Piece, and can choose one effect that persists until the end of your next turn.
If an ally of yours uses your Bardic Inspiration, you may choose one of the following effects;
- The range of your spells is increased by 30 feet, and if the spell has a range of touch, it has a range of 15 feet.
- You gain advantage on the next Ability Check or Saving Throw.
- You gain 5 Gold Pieces
If an unwilling creature is affected by your Bardic Inspiration, you may choose one of the following effects;
- The targeted creature takes 1d4 necrotic damage
- The targets next attack against you is made at Disadvantage.
- If the target is carrying any Gold on them, you steal 10 Gold Pieces from them, as it magically appears on your person.
Level 14: Keys to the Gashapon
As a Bonus Action, you can roll your Bardic Inspiration die, and roll on your Rates Table equal to a number of times equal to the number rolled on your Bardic Inspiration Die. You choose two of these effects to be inflicted on a creature within 60 feet.
Once you use this feature, you can't use it again until you take a long rest.
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