Bard
Base Class: Bard

Wandering the world in covered wagons and gracing the dusty corners of taverns, those of the College of Fortune have an heir of mystery about them. Performing readings from tarot cards and crystal balls, these Bards peer into the futures of their patrons and call upon the power of the divine to effect change in the world. 

Fortune Spells

3rd level College of Fortune Feature 

You learn additional spells when you reach certain levels in this class, as shown on the College of Fortune Spells table. Each spell counts as a bard spell for you, but it doesn’t count against the number of bard spells you know. These spells can’t be replaced when you gain a level in this class.

College of Fortune Spells 

Bard Level

Spell

1st

Color Spray, Detect Evil and Good 

3rd

Augury, Mirror Image 

5th

Magic Circle, Remove Curse 

7th

Arcane Eye, Divination 

9th

Commune, Contact Other Plane 

Diviner's Deck

3rd level College of Fortune Feature

 When you join the College of Fortunes at 3rd level, you gain the ability to imbue your divination tools with deadly power. You gain proficiency with a playing card set.

As a bonus action, you may expend one use of your Bardic Inspiration die. For the next 10 minutes, your playing card set becomes enchanted and is considered to be a magical weapon that deals 2d6 radiant damage on a hit. It possesses the light, finesse and thrown properties and has a range of 20/60 ft. 

The radiant damage increases when you reach certain levels in this class, increasing to 3d6 at 5th level, 5d6 at 10th level, and 8d6 at 15th level.

Fortune's Icon

6th level College of Fortune Feature


At 6th level, you gain the ability to summon iconic spirits of divination. As an action, you may draw a card from an enchanted playing card set and animate the figure displayed upon it in a space within 30 ft of you. The animated card uses the Fortune’s Icon stat block and is under your control for 1 hour or until it is reduced to 0 hit points. Each Fortune’s Icon has an additional effect created when the card animates based upon which Major Arcana card it is, determined randomly when the card is animated. 

In combat, the card shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action unless you take a bonus action on your turn to command it to take one of the actions in its stat block or the Dash, Disengage, Help, Hide, or Search action.

When you use your Bardic Inspiration feature, you can command which action your animated item takes as part of the same bonus action.

Once you animate a card with this feature, you can’t do so again until you finish a long rest or until you expend a spell slot of 3rd level or higher to use this feature. You can have only one card animated by this feature at a time; if you use this action and already have a Fortune’s Icon from this feature, the first one immediately disappears and returns to being an inanimate card.

 

 

Fortune’s Icon

Large Construct, Neutral

__________________________

Armor Class: 16 (natural armor)


Hit Points: equal to the Fortune’s Icon’s Constitution modifier + your Charisma modifier + five times your level in this class

Speed: 40 ft 

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STR

DEX

CON

INT

WIS

CHA

18 (+4)

14 (+2) 

16 (+3) 

12 (+1) 

10 (+0)

16 (+3)

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Damage Immunities: Poison


Condition Immunities: charmed, exhausted, poisoned, frightened

Senses: Darkvision 60ft, Passive Perception 10
Languages: understands the languages you speak

Endless Waltz: Immediately after the Icon makes a slam attack, it can take the Dodge action as a bonus action.

Immutable Form. The Icon is immune to any spell or effect that would alter its form.

Actions (Requires Your Bonus Action)
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Radiance Empowered Slam: Melee Weapon Attack: your spell attack modifier to hit; range 5 ft. one target you can see. Hit: 1d10 + your Charisma modifier radiant damage.

 

 

Fortune Icon’s Additional Effect Table

d100

Fortune’s Icon and Additional Effect

1

The Fool: Roll twice and apply two effects from the Fortune’s Icon Additional Effects Table. Ignore this result if rolled again. 

2-5

The Magician: All allies within 30 ft of the Fortune’s Icon when it animates gain advantage on their next spell attack roll or spell saving throw. 

6-10

The High Priestess: All allies within 30 ft of the Fortune’s Icon when it animates gain resistance to Radiant and Necrotic Damage for the next minute. 

11-15

The Empress: All allies within 30 ft of the Fortune’s Icon when it animates gain 2d6 temporary hit points.  

16-20

The Emperor: All allies within 30 ft of the Fortune’s Icon when it animates gain +2 to their AC bonus for the next minute. 

21-25

The Hierophant: All allies within 30 ft of the Fortune’s Icon when it animates gain the benefits of the heroism spell for the next minute. 

26-30

The Lovers: All allies within 30 ft of the Fortune’s Icon when it animates gain immunity to the charmed condition for the next minute. 

31-35

The Chariot: All allies within 30 ft of the Fortune’s Icon when it animates gain the benefit of the Expeditious Retreat spell for the next minute. 

36-40

Justice: All allies within 30 ft of the Fortune’s Icon when it animates gain advantage on their next ability check or saving throw. 

41-45

The Hermit: All allies within 30 ft of the Fortune’s Icon when it animates gain immunity to the frightened condition for the next minute. 

46-50

Wheel of Fortune: All allies with 30 ft of the Fortune’s Icon when it animates gain the benefits of the Beacon of Hope spell for the next minute. 

51-55

Strength: All allies within 30 ft of the Fortune’s Icon when it animates gain advantage on Strength saving throws and ability checks for the next minute. 

56-60

The Hanged Man: All enemies within 30 ft of the Fortune’s Icon when it animates must make a saving throw against your spellcasting save DC. On a failure, they suffer from the effects of the Hold Monster spell.

61-65

Death: All enemies within 30 ft of the Fortune’s Icon when it animates must make a saving throw against your spellcasting save DC. On a failure, they suffer 2d6 radiant damage at the start of their turn if they are within 30 ft of the Fortune’s Icon and cannot recover hit points for the next minute. 

66-70

Temperance: All allies within 30 ft of the Fortune’s Icon when it animates regain a number of hit points equal to half their hit point maximum. 

71-75

The Devil: All enemies within 30 ft of the Fortune’s Icon when it animates must make a saving throw against your spellcasting save DC. On a failure, they suffer from the effects of the bestow curse spell. 

76-80

The Tower: All enemies within 30 ft of the Fortune’s Icon when it animates must make a saving throw against your spellcasting save DC. On a failure, they suffer vulnerability to the next type of damage they suffer once in the next minute.

81-85

The Star: All enemies within 30 ft of the Fortune’s Icon when it animates must make a saving throw against your spellcasting save DC. On a failure, they suffer disadvantage on their next spell attack roll or spell saving throw. 

86-90

The Moon: All enemies within 30 ft of the Fortune’s Icon when it animates must make a saving throw against your spellcasting save DC. On a failure, they become frightened of the Fortune’s Icon for the next minute. They may repeat their saving throw at the end of each of their turns to end the effect early.

91-95

The Sun: All allies within 30 ft of the Fortune’s Icon when it animates gain the benefits of the Gift of Alacrity spell for the next minute. 

95-99

Judgement: All allies within 30 ft of the Fortune’s Icon when it animates gain the benefit of the Spirit Shroud spell for the next minute. 

100

The World: When the Fortune’s Icon animates it gains the benefits of the Crusader’s Mantle spell for the next minute. Roll once more on the Fortune’s Icon Additional Effects Table, ignoring the Fool and the World, This effect also applies when the Fortune’s Icon animates. 

Diviner's Eye

14th level College of Fortune Feature

Starting at 14th level, your connection with the Astral plane grants you perceptive abilities on par with divine creatures. You grow an invisible third eye on your forehead, that glows when you cast spells or use magical abilities. 

On your turn, you may use your action to increase your powers of perception by opening your Mind’s Eye. When you do so, choose one of the following benefits, which lasts until you are incapacitated, you take a short or long rest or you end the effect by closing your third eye as a free action. You can’t use the feature again until you finish a rest.

Liar’s Sight. You can see the subtle changes in the creatures’ aura when speaking falsehoods. You automatically succeed on Insight checks to discern if a creature is lying. 

Heart’s Sight. You can see the aura that permeates a creature’s heart. The target must make a Charisma saving throw against your spellcasting save DC. On a success, the target suffers 3d6 psychic damage and you fail to properly read their aura. On a failure, the target suffers no damage and you learn the creature's subtype (monstrosity, undead, fey, etc) and their alignment (lawful good, chaotic evil, etc).

Mind’s Sight. You can see creature’s auras even if you cannot see their forms. You can see invisible creatures and creatures in the Ethereal Plane within 15 ft of you. 

Time Keeper’s Sight. When observing a creature, object, or place you can read into the past of a target by examining its aura. The target must make a Charisma saving throw against your spellcasting save DC. Objects without sentience and places automatically fail this save. On a success, the target suffers 3d6 psychic damage and you learn nothing. On a failure, the target suffers no damage and you learn a number of facts about the target equal to your Charisma modifier, minimum of one. These facts may be surface information such as a subtype or the magical effects of an object or more personal information such as the details of an important life event. The more information you already have on the target, the more precise and detailed the information is. 

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