Bard
Base Class: Bard

Bards of the College of Good Fortune are invaluable additions to any party, and often a good omen in of themselves. However, no card is without the ability to be drawn in reverse, and these bards can carry just as much of a bad portent from their eerie, often-found aptitude of gambling their own life away for a greater gain. They may come from many backgrounds, but usually they are those who began with less than a penny to the name and built their lives around a single chance of gaining everything they ever wanted.

 

This is a homebrew subclass based off of Aventurine from Honkai: Star Rail

The creators of this homebrew are known as The Undertomes. I'm just porting their subclasses onto dndbeyond for personal use!

 

Cornerstone Deluxe

As a member of the College of Good Fortune, you bring well-tidings wherever you go, helping others not only stay winning but also stay up to bet some more as their premium cornerstone of luck! Whenever another creature spends your Bardic Inspiration, they are protected by unnatural luck against being harmed by any risks, instantly gaining double the value rolled in Temporary Hit Points.

Additionally, whenever a creature benefits from your Bardic Inspiration in this way, you may choose to also gain these Temporary Hit Points.

Polished Persona

A wink, a little nod of the head and an encouraging phrase is all you need to outperform most, but the true weapon in your sleeve is the sheer confidence that things will go your way. You gain Proficiency in one Charisma skill of your choice and whenever you attempt a Skill Check or a Skill Check is made targeting you ( such as Insight ) you may choose to add or subtract 1 to the final value, potentially turning a failure into a success or a success into a failure. You may do so an amount of times equal to your proficiency bonus per long rest.

The Red or the Black

There’s a constant ebb and flow within you, encouraging you to push your luck for greater rewards by always playing a game or two if your own magic. At the start of your turns you may roll 3d4, with the following results:

d4

1 - Spades

2 - Clubs

3 - Hearts

4 - Diamonds

Upon rolling, you may choose one of the following minor blessings until the end of your next turn if you have rolled at least one or two of the same Face:

Spades - Forced Fold. Creatures benefiting from your Temporary Hit Points gain a +1 bonus modifier to hit.

Clubs - Guarded Hand. Creatures benefiting from your Temporary Hit Points gain an additional amount of Temporary Hit Points equal to your proficiency bonus at the start of their next turns.

Hearts - Reassuring Glance. Creatures benefiting from your Temporary Hit Points recover Hit Points equal to half their remaining Temporary Hit Points, rounded down.

Diamonds - Trickling Pot. Whenever creatures benefiting from your Temporary Hit Points deal damage to other creatures, their spilt blood turns into a single Gold Piece.

Otherwise, if you have rolled three of the same Faces, you gain a major blessing until the end of your next turn :

Spades - Bingo! Creature benefiting from your Temporary Hit Points may reroll any die result of 1 in damage rolls. They may do so only once per dice and must take the new roll. Furthermore, if they roll their maximum damage in one of their damage die, they add an additional roll of that dice in their resulting damage. ( Such as rolling a 6 on a d6 adding 6 to the total damage. ) This may be done once per attack.

Clubs - Chip Fortress. Creatures benefiting from your Temporary Hit Points gain Resistance to one damage type of your choice. You must choose immediately after getting this effect.

Hearts - Beat the Table! Whenever you grant Temporary Hit Points through your Cornerstone Deluxe feature, you grant an amount equal to the roll times three instead of two.

Diamonds - Hot Hand. At the start of your turn, roll your Bardic Inspiration dice once. All friendly creatures of your choice within its reach gain Temporary Hit Points as per your Cornerstone Deluxe feature.

 

Additionally, you add your Charisma modifier to the Temporary Hit Points gained from your Cornerstone Deluxe feature.

Bet of a LIfetime

As an Action during your turn you may attempt to gamble your own life to maximize your profit, spending an amount of your Hit Die and exchanging it for the same value of Blind Bet die. These are d8s that you must roll as part of your Action, instantly suffering the result in damage that cannot be reduced in any way and your Maximum Hit Points are reduced by the same value.

As an Action during your turn you may spend Blind Bet die for the following:

Shot Loaded Right. You consume 1-3 Blind Bet die to perform an amount of attacks equal to the die spent rolling a d8 for each die consumed to determine up to how many attacks you perform:

  • On a result of 1-2 You perform no additional attacks.
  • On a result of 3-4 you perform one additional attack.
  • On a result of 5-6 you perform two additional attacks.
  • On a result of 7-8 you perform three additional attacks. Immediately after another creature within 60-ft. of you hits and deals damage to a creature, you may choose to perform one of your attacks against that creature, for up to three attacks at once. To do so you perform a ranged spell attack against the target, dealing 2d4 force damage on a hit. You may do this until you have spent all attacks gained this way.

Roulette Shark. You can consume 1-3 Blind Bet die to make a wager against a target creature within 60-ft. that can understand you. You call Odds or Evens and then roll your Blind Bet die. If the result is what you picked, you win, otherwise the target wins the wager. The loser suffers from an onrush of spectral chips falling over them to the point of drowning, dealing 3d8 force damage for each Blind Bet die spent and causing the target to be Unnerved until the end of the winners next turn. An Unnerved creature suffers 1d4 additional psychic damage whenever they would suffer damage and suffers a Critical Hit on a dice roll of 17-20, before any modifiers.

All or Nothing. You may consume a Blind Bet die to prepare a Rig. Until the start of your next turn you may ask a creature attempting to roll a d20, such as a Skill Check or Attack Roll, to partake on an All or Nothing. Upon their verbal acceptance, they roll your Blind Bet die and call Odds or Evens, if the dice lands on their chosen result the d20 roll is considered a 20. Otherwise, it is a 1. If they refuse, you recover the Blind Bet spent.

You restore your Maximum Hit Points lost this way during a long rest, where any leftover Blind Bet Die are also reduced to zero.

Additionally, you may spend a Blind Bet die whenever you roll for your The Red or the Black feature. Roll a d8, on a result of 3-6, you may choose one Face to become a Wildcard. On a 7-8, choose two instead. A Wildcard counts as any Face of your choice.

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