Bard
Base Class: Bard

Bards from the College of Games learn the art of the wager. They spend countless hours learning strategies and tactics to win in any battle of wits. From outside eyes the College of Games may look like nothing but gamblers and game fanatics trying to learn how to win a game, and for the most part it is, but there is much more to it than that. Those who attend the college of games are taught how to be master strategists. Being able to look at a situation and find the right moves that will put them and their comrades 5 steps ahead, the students of games are hand picked to be military and political masterminds. The brains that make up the brawn.

Intentional luck:

After years of training, those at the College of Games learn how to analyze any situation and find a way to gain an advantage.

Whenever you roll a d20 to succeed at an action, you can decide to roll with advantage up to 3 times per long rest. You must decide to use this ability before you roll the dice though.

At 15 level this ability can stack on top of natural advantage rolls as well, giving you the ability to roll three times while picking the highest of the three.

Greatest Gamble:

Also at 3 level, you gain the ability to gamble your own hit points to increase either your allies or your own attack.

Before the attack you can roll either a 1d4, 1d6, 1d8, or a 1d12 to add to the attack. If the roll to hit fails, then whatever you rolled before will be taken out of your own hit points. You cannot use Intentional luck if you decide to use Greatest gamble.

At level 18 you can decide to gamble all but 1 of your hits points to use in a single attack. Can only use oncer per long rest.

Enemies Bluff:

Starting at 6  level you gain the ability to read your opponent. This allows you to learn 1 of 3 things.

  1. How many hit points the enemy has.
  2. Learn any weakness/weak spots that the enemy has ( if non-then add 1d4 to next attack)
  3. What is the enemies AC

You can only use this ability once per combat encounter on one enemy. If you are last in initiative for your party then you can choose two from the list above on an enemy.

Master Strategist:

Starting at 14 level you gain the ability to control the battlefield like it is a board game, with each player a piece on the board. You must use strategy points to use these abilities. Each ability is worth 1 strategy point. Once spend all your strategy points this ability is over. Once you use this ability you can’t use it until after a long rest.

Amount of Strategy points you have grows after 14th level.

Strategy points each level:

14th: 6

17th: 7

20th: 8

You can do the following to your companions.

  • Pawn Jump: You can move an ally 20 ft in any direction but can’t move them 5ft away from an enemy.
  • King Jump: You can move yourself 20ft in any direction, but can’t move within 5ft of an enemy
  • Sacrificial Pawn: Can make an illusion of an ally appear in front of an enemy. The enemy either attacks the illusion, or rolls disadvantage after ignoring the pawn. Pawn disappears after enemy turn either way.
  • Pawn Protection: Gives a party member an added 1d6 to their AC. How many turns it lasts is how many strategy points is spent. So 1 point spent means 1 turn of Pawn Protection
  • Boards insight: This can be used to determine where all enemies within a 60 foot radius are, meaning no sneak or surprise attacks.
  • Pawn Strength: Gives a party member an added 1d6 to their attack. How many turns it lasts is how many strategy points are spent.

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