Base Class: Bard
Some Bards ply their trade through song, others by weaving a tale of impressive verbiage. Gamblers however live on the edge of disaster at all times, casting their fate into the hands of Lady Luck. Inspiring their companions with card tricks, coin flips and sleight of hand these Bards are unique in that their inspiration carries with it an inherent spark of chaotic energy, boons beyond the norm if the inspired are willing to roll the dice.
Think about what made your Bard become a gambler, have they always had almost supernatural luck or have they been able to instinctively know the odds on a good bet versus a bad?
Most Gamblers have an almost obsessive desire to push their luck to its extreme, whether by pulling increasingly daring cons or weaving their way through dungeons both deep and dangerous with nothing more than their charisma and charm.
Gaming Proficiency
When you take this subclass at 3rd level you gain proficiency in 2 gaming sets of your choice.
Fickle Fortune
Whenever a creature you have inspired uses your Bardic Inspiration die, the creature must immediately roll a D10 and apply the relevant effect from the Table of Fortune. This effect is applied immediately and occurs before the result of the roll influenced by the Bardic Inspiration.
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1 |
The number rolled on the bardic die is halved, rounded down. |
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2 |
You gain temporary hit points equal to the number rolled on the bardic die for a number of rounds equal to the number rolled on the bardic die. Afterwards, you automatically lose the temporary hit points, even if you haven't taken damage. |
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3 |
You turn invisible for a number of rounds equal to the number rolled on the bardic die, afterwards you emit bright light in a 10ft radius for that same number of rounds. |
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4 |
Your speed is doubled for a number of rounds equal to the number rolled on the bardic die, afterwards your speed is halved for that same number of rounds. |
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5 |
Pick either bludgeoning, piercing or slashing damage, for the number of rounds equal to the roll of the bardic die, you have resistance to that damage type, but vulnerability to the other damage types |
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6 |
Flip a coin, call heads or tails. If correct you retain the use of the bardic inspiration, if incorrect you lose the bardic inspiration immediately. |
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7 |
Choose fire, ice or lightning – for the number of rounds equal to the roll on the bardic die your melee or ranged attacks deal an additional 2D6 of the chosen damage type, however, you have vulnerability to the other damage types. |
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8 |
For a number of rounds equal to the number rolled on the bardic die, as a bonus action you can magically teleport to an unoccupied space you can see within 30ft, each time you use this feature you suffer 1D6 force damage |
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9 |
For a number of rounds equal to the number rolled on the bardic die, you gain the benefit of Truesight. After this benefit concludes you suffer 1D6 psychic damage as your vision rapidly adjusts. |
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10 |
The number rolled on the bardic die is doubled, fortune smiles upon you. |
A Twist of Fate
When a friendly creature within 30ft of you makes a roll with disadvantage you can use your reaction to negate the disadvantage and automatically inspire the creature with one of your bardic inspirations, the creature must immediately use the bardic inspiration on the subsequent roll.
You may use this feature a number of times equal to your Charisma modifier (minimum of +1) and as long as you have a bardic inspiration to give to the target.
You regain all expended uses of this feature after a long rest.
All In
Luck has become a part of your very being, whenever you expend the last use of your Bardic Inspiration die, roll a D20 and pick either odds or evens.
If you are correct you instantly regain all uses of your Bardic Inspiration, if you are wrong you immediately suffer 1D10 Psychic Damage per bardic inspiration die as your luck takes a turn for the worse.
This effect can only occur once per day.
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Posted May 13, 2024What are the levels for these abilities? It’s not listed so it’s hard to tell.