Base Class: Bard
Bards of the College of Fate are well-versed in the underground arts of divination, mysticism, and the occult. While most are found with traveling circus troupes, others are seen as medicine men and women of their tribes. Some could even be seen apart of a royal court as a royal's seer. Each has their own specialty and may use different tools, like tarot cards or runic dice, but they all channel the same forces.
Most Bards that graduate from here go on to work for criminal organizations or noble guards as personal seers, blackmailers, or just a general entertainers for the organization. Though, some do walk the lighter path and use their skills to become vigilantes of the common people. Peering into their future steering them in the right path or stopping evil before it arises. Whatever path a bard from the College of Fate leads, their tendencies towards divination will never fade. The fact of chance and fate will forever have their mark.
Tools of the Mystic
Your contact with the future is unmatched. As an action you may cast the spell Augury without expending a spell slot. Once you use this feature, you can not this feature until you complete a short or long rest.
Fraud's Fortune
Beginning at 3rd level, you've learned to read people, and to manipulate them into divulging private information under the guise of "Fortune Telling". You can spend 2 minutes to read the fortune of a willing creature that you can see within 30 feet of you. Make a performance check, against the target creatures passive insight. If you succeed, the target is charmed by you for 10 minutes. Additionally you learn one of the following details about the target, at the DM's discretion:
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You learn the name of a close associate or recently deceased loved one.
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You learn the name and location of a valuable personal item.
- At Dm's Discretion, you can learn something besides the other listed 2.
Fortune's Favor
Also at 3rd level level, your fortunes grant those who witness them the chance to be better prepared for what lies ahead. Whenever you use your Song of Rest feature, you may provide an additional boon to your party. Roll once on the table below to determine the result. A creature can activate the boon with a free action unless specified. The boon lasts until activated or the creature finishes a long rest, and a creature can only gain the benefit of one boon per day. Once this feature is used again, all current boons are replaced by the new one.
Unique Boons: Typically these boons buff the party, but can only be used once by the creature using Song of Rest in the first place.
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1d10 |
Boon |
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1 |
Tools of the Magician. (Unique Boon) You can choose expended Spell Slots to recover. The Spell Slots can have a combined level that is equal to or less than half your Bard level (rounded up), and none of the slots can be 6th level or higher. You can give spell slots to creatures benefiting from your song of rest as well. |
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2 |
Blessing of Strength. Gain Advantage to one saving throw. |
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3 |
Emperor's Resilience. Gain temporary hit points up to your proficiency bonus + the deck's owner's charisma modifier + half of your bard level(rounded-up). |
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4 |
The Hanged Man's Sacrifice. (Unique Boon) Your next attack roll has disadvantage and creatures up your charisma modifier as well as yourself have advantage on their next saving throw. This boon only activates once you roll your attack after rolling initiative beforehand. |
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5 |
Hierophant's Faith. Add a D4 to all intelligence ability skill checks or saving throws. Until your next short or long rest. |
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6 |
Lover's Peace. When a creature is damaged. Use your reaction to split the damage between yourself and that creature |
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7 |
Chariot's Momentum. (Unique Boon) Once Activated, for 1 minute you and all creatures of your choice within sight, may use the Disengage or Dash action as a bonus action. |
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8 |
Fool's Innocence. Advantage on one Persuasion, Deception, or Performance skill check of your choice. Alternatively gain proficiency on a wisdom saving throw. |
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9 |
Awareness of the Hermit. Advantage on one Perception or Investigation check. Gain a D4 to your initiative rolls. |
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10 |
Wheel of Fortune. DM’s Inspiration |
Fate Weaver
At 6th level, you learn to bend fate in your favor or at the expense of someone else. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature’s roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can’t hear you or if it’s immune to being charmed.
Unfaltering Fate
At 14th level, the insights granted to you from divination spells are difficult for others to interrupt. While you are concentrating on a divination spell, your concentration can’t be broken as a result of taking damage.
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