Base Class: Bard
The College of Chance is a bit odd when compared to the other bard colleges. Instead of gaining new ways to perform feats of art, swordplay, or oration, these bards excel at performing in games of chance and luck. Many chance bards find themselves at home at gambling tables where they can use their skills where they work best, but some perform magic at circuses or carnivals with high-stakes acts. Regardless of where your bard comes from, they aren't just comfortable in uncertainty and suspense, they thrive in it.
Gambler's Deck
Every Bard of Chance has a magical card deck that they use to escalate situations. When you join the College of Chance at 3rd level, you craft such a deck and can use it as your spellcasting focus for your bard spells. On your turn, you can use your action to spend one use of your Bardic Inspiration to draw a card from that deck. When you draw a card, roll your Bardic Inspiration die. The number rolled corresponds to a number on the table below.
| Number Rolled | Effect |
| 1 | Skulls. You have disadvantage on all attack rolls, ability checks, and saving throws for the next minute |
| 2 | Scales. You can choose to average the damage dealt by a creature within 60 feet of you, in place of the damage they rolled. You can do this infinitely until the end of your next turn. |
| 3 | Flames. All creatures within 10 feet of you take fire damage equal to one roll of your Bardic Inspiration die. |
| 4 | Blades. A spectral blade appears in your hand. This weapon does 1d12 slashing damage on a hit. You are proficient with this weapon and can use your Charisma modifier for attack and damage rolls instead of Strength. It disappears after one minute. |
| 5 | Waves. All creatures of your choice within 10 feet of you must make a Strength saving throw or be pushed up to 10 feet in a direction of your choice. All of the creatures must move in the same direction. |
| 6 | Shields. You gain a bonus to your AC equal to 1 + your proficiency bonus until the end of your next turn. |
| 7 | Vines. One creature of your choice within 30 feet of you must make a Strength saving throw or be restrained until the end of your next turn. The vines will be broken if they are attacked twice. |
| 8 | Books. For the next minute, you can add twice your proficiency bonus to any skill check you make, instead of any normal bonuses that would apply. |
| 9 | Masks. You become magically invisible until the end of your next turn. |
| 10 | Hands. Two spectral hands appear near you. You can move both hands as a bonus action, and the hands follow the same rules as the spell mage hand. |
| 11 | Wings. Until the end of your next turn, you gain a flying speed equal to your walking speed. |
| 12 | Eyes. You have advantage on Intelligence and Wisdom checks and saving throws until the end of your next turn. You can also see invisible creatures and creatures hidden by any cover. |
In addition, you can draw the card you're looking for in a dire situation. When you use this feature, you can choose which card you would like to draw instead of rolling. The card you choose must be within the range you can roll. You can't use this feature again until you finish a long rest.
If an effect requires an ability check or saving throw to be made, the DC equals your Spell Save DC.
Chaotic Magic
At 6th level, you learn the bless cantrip, and can cast it on yourself as a bonus action. In addition, you also learn thechaos bolt spell and it doesn't count against your number of spells known. You can cast this spell twice without expending a spell slot. You regain all expended uses when you finish a short or long rest.
Lucky Draw
Starting at 14th level, when you use your Gambler's Deck feature, you can choose to draw a second card as part of the same use. If you roll the same number twice, you can choose to reroll one of the cards if you wish. You can choose one or both of these effects to take place.
In addition, you can choose for your Skulls card to affect a creature within 30 feet of you instead of yourself. Instead of lasting for a minute, it lasts until the end of your next turn.
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