Base Class: Bard
Bards of the College of Chance view the world in a different light than most others. Heroes of the College will embark on grand quests, not because they know the outcome, but because of the chance they will succeed. Those with adventure and wanderlust in their hearts will travel to new lands, not because they know what they will find there, but because discovering the unknown is half of the pleasure. The daring and the intrepid will challenge mighty foes, not because they know they can win, but because they might. To a bard belonging to the College of Chance, life is little more predictable than a game of dice for the gods.
Born Gambler
When you join the College of Chance at 3rd level, you gain the Lucky feat if you do not already have it.
Chance of Survival
Beginning at 3rd level, you have learned to trust the hand of fate rather than your own strength to guide your aim in battle. As long as you have at least one remaining bardic inspiration you can flip a coin, before you take the Attack action, and try to predict the outcome. If your prediction was correct you may add advantage to any attack made as a part of your action. However if your prediction was incorrect you make the attacks at disadvantage.
Lucky Number
Starting at 3rd level, you embrace the concept of the self-fulfilling prophecy. Once a day you may use this ability to roll a six sided dice Whenever the resulting number is equal to your Charisma modifier you gain the following benefits:
You gain a number of temporary hit points equal to your bard level.
You gain advantage on your next saving throw.
You may roll with advantage on the next Charisma ability check that you make.
Extra Attack
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Luck of the Draw
At 14th level your bardic inspiration is sometimes capable of renewing a creature’s magical ability. As an action you choose one willing creature you can see within 60 feet and spend one of your bardic inspirations to roll a 10 sided die. The affected creature replenishes spell slots of up to 5th level and totaling the number that was rolled. Rolling a “0” or “00” is considered equal to a can trip and does nothing.