Base Class: Bard
An entertainer at heart, a charlatan of magic, a dealer of fate. Bards of the College of Fate are natural risk-takers, finding excitement in the slightest hint of ever-lurking danger and comfort in the unknown. They are obsessive gamblers. Whether it'd be exaggerated deals, risky ploys, or dangerous adventures, there is always a chance for these Bards. They utilize their knowledge of the arcane arts and intuitive gambling abilities to craft their own enchanted card and dice set to use as focuses. Marked cards and weighted die make for ease of casting spells.
Most Bards that graduate from here go on to work for criminal organizations as personal accountants, blackmailers, representatives, or just a general entertainer for the organization. Though, some do walk the lighter path and use their skills to become vigilantes of the common people or open up ambitious guilds or businesses themselves. Whatever path a bard from the College of Fate leads, their tendencies towards gambling will never fade. The fact of chance and fate will forever have their mark.
Pick a Card, Any Card
At 3rd level, you or any other creature may pull a card from your magical deck. The deck is a set of playing cards that contains 52 cards. You fan out 8 cards face down so that you and/or the creature drawing them cannot see the cards. The cards must be pulled randomly. To determine what the card is, roll a d8 and correspond it to the list below:
- 1 = Clubs: Gain a +2 with the Mason's, Smith's, Carpenter's, Cobbler's, Leatherworker's, Navigator's, Jeweler's, or Potter's Tools
- 2 = Diamonds: Gain a +2 for Persuasion (Charisma) Check when bartering
- 3 = Hearts: Gain a +2 for Medicine (Wisdom) Checks
- 4 = Spades: Gain a +2 to all Charisma Checks
- 5 = Jack:
Roll a d4 to determine which symbol:
- (...of Clubs) Gain Advantage and a +2 to Insight (Wisdom) Checks
- (...of Diamonds) Gain Advantage and a +2 to Perception (Wisdom) Checks
- (...of Hearts) Gain Advantage and a +2 to Persuasion (Charisma) Checks
- (...of Spades) Gain Advantage and a +2 to Deception (Charisma) Checks
- 6 = Queen:
Roll a d4 to determine which symbol:
- (...of Clubs) Gain a +2 to Intelligence Saving Throws
- (...of Diamonds) Gain a +2 to Constitution Saving Throws
- (...of Hearts) Gain a +2 to Charisma Saving Throws
- (...of Spades) Gain a +2 to Wisdom Saving Throws
- 7 = King:
Roll a d4 to determine which symbol:
- (...of Clubs) Gain a +2 and Advantage on Intelligence Saving Throws and Checks
- (...of Diamonds) Gain a +2 and Advantage on Charisma Saving Throws and Checks
- (...of Hearts) Gain a +2 and Advantage on Constitution Saving Throws and Strength Checks
- (...of Spades) Gain a +2 and Advantage on Wisdom Saving Throws and Checks
- 8 = Ace: Gain a +1 to all attacks, saving throws, skill checks, and AC
All effects last until the affected creature takes a Long Rest. The card must be kept on the person for it to work. If the card is not returned to the deck within 36 hours, that card loses its magical effect forever. It costs gold and time to enchant the card(s). Each hour costs 5 gold pieces. It takes 3 hours for a suit card, 5 hours for a Jack, 10 hours for a Queen, 18 hours for a King and a full day for an Ace. The amount of time spent on enchanting the cards do not have to be constant, but once started, the process cannot be spaced out for more than 1 work week.
A creature can hold up to 2 cards at once at any given time. If a creature has 2 cards and pulls a 3rd card, it has no effect. If you swap cards with another creature that has also drawn from this deck, the pros become cons for each creatures' respective card(Advantage becomes Disadvantage, +1 becomes -1). If a creature has only one or has no cards, another creature that has at least one card may give them a card that it pulled, but neither creature can pull another card from the magical deck until after a Long Rest.
If you get a repeat on any of the face cards, re-roll until you get a new one.
Dice of Fortune
At 3rd level, you utilize dice as an imperative partner to fate itself. You can imbue up to six 1st level spells that you know, into your enchanted die. It is a d6. You can imbue more powerful spells at certain levels (3rd level spells at 6th level and 5th level spells at 14th level). To imbue a spell into the dice, you must sing or perform for a certain amount of hours equal to half the spell's level, rounded down, into the die. This effect can simultaneously happen with your Song of Rest feature. The spell must also be one that you already know. 1st level spells cost 10gp, 2nd level spells cost 20gp, and so on.
As a bonus action, you can roll the enchanted die to see what spell you cast through the dice. You assign what spell is cast to the numbers 1 - 6. The assigning of the spells must be consecutive to the numbers next to it. For example, if the first spell you imbue is a 2nd level spell, it casts on a roll of 1 or 2. The next spell, at any level, must use the numbers 3, 4, 5, or 6. The total spell levels currently imbued into the die cannot be greater than 6. The order of spell levels of which are imbued don't matter. You can do a 1st level casting on a roll of 1, then the next spell could be a 2nd level spell casting on a roll of 2 or 3, and so forth. You cannot cast or imbue the die with a spell higher than its base level.
The spells last inside the die until cast or dispelled. To get rid of spells, you must use the Dispel Magic spell on it. When getting rid of spells this way, you have to match the spell level that is being used by Dispel Magic. If you cast Dispel Magic at 6th level or higher, all spells are erased.
Only you may use this feature.
Poker Face
At 6th level, you gain advantage on any Deception (Charisma) tests meant to conceal your emotions, appear less intelligent than you are, or tell the truth in a yes or no question. Whenever a magical spell or effect would read your thoughts, determine the truthfulness of your statements, or compel you to tell the truth, you may make a Charisma saving throw to instead remain silent or cause the spell or effect to return no information at all.
You may also expend a use of your Bardic Inspiration die while playing a game of chance to greatly increase your odds of success. You may choose to either subtract, add, multiply, or divide your outcome by the result of your dice roll.
The Four Kings
At 14th level, you learn how to bend the fates of others with one masterful card trick. A true maestro of chance. As a reaction, you may choose yourself or a creature who has either succeeded or failed a saving throw and make them vice-versa instead, turn a missed attack into a hit, a hit into a critical hit, or a failed ability check into a success.
You may use this feature once per Long Rest.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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9/11/2021 4:23:21 AM
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27
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4
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5e
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Coming Soon
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