College of Fortune

by katsun#3523

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College of Fortune (Bard Subclass)

College of Fortune

The College of Fortune is a world of chaos and randomness. Fortune refers not to the pools and mountains of gold that the Fortune Bards can amass with their magical decks and dice; not quite. The College of Fortune draws from the chaotic energy of luck— a power inextricably linked with fate itself, not unlike the relationship between time and space.

A Bard of Fortune entrusts their very own existence to the whims of Lady Luck, wielding tools of chaos they use to channel Fortune's powers over weal and woe, wearing the faces of Fools and Jokers as they toy with destiny.

Instruments of Fortune

Starting at 3rd level, you gain proficiency with a gaming set of your choice. You can use gaming sets as a spellcasting focus for your bard spells. Additionally, you have advantage on ability checks when using a gaming set that you are proficient with.

As part of a short rest, you can form a fated bond with a gaming set that you are proficient with. As a bonus action or when you use your Bardic Inspiration, you can summon that bonded gaming set, causing it to teleport instantly to your hand.

Whims of Fate

At 3rd level, you can entrust your fate to the winds of fortune, for better or worse. Once per turn, when you cast a bard spell of 1st level or higher that can only target one creature and does not have a range of self with your gaming set as a spellcasting focus, or when you use your Bardic Inspiration, you can roll on the Whims of Fate table and reap the benefits (or maladies) of being Lady Luck's favorite child.

If a Whims of Fate effect is a spell that normally requires concentration, it doesn't require concentration in this case; the spell lasts for its full duration.

All or Nothing

At 6th level, you gain the ability to control your influence over others. When a creature uses your Bardic Dice within 30 feet of you, you can use All or Nothing to roll two dice and choose between the two rolls.

If both dice results are the same, however, you add them together: if the two rolls are odd numbers (1+1), the result is a negative modifier to the d20 test (-2 to the result). Meanwhile, if the two rolls are even numbers (2+2), the result is a positive modifier instead (+4 to the result).

Devil's Own Luck

At 14th level, you gain a modicum of control over the whims of fate. Whenever you roll on the Whims of Fate table, you can roll twice and use either result.

Whims of Fate
1d20 Result Effect
1 The Fool, Dark Joker, Natural 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.
2 The Tower, Ace of Spades You cast shatter as a 2nd-level spell centered on yourself.
3 The Hanged Man, Ace of Clubs You cast Levitate on the target. For the duration of the spell, the target is held upside-down.
4 The Lovers, Ace of Hearts The target becomes enthralling, gaining advantage on Charisma ability checks for 24 hours.
5 The Magician, Ace of Diamonds The target becomes resistant to damage from spells and magical effects.
6 Death, King of Spades The target must succeed on a Constitution saving throw or take 8d6 necrotic damage, or half as much damage on a successful save. The target dies if this damage reduces it to 0 hit points.
7 Wheel of Fortune, King of Clubs Gold coins rain from the sky on top of the target. A creature in the area must succeed on a Dexterity saving throw or take 4d4 bludgeoning damage. The number of coins equals the damage roll's result.
8 The Emperor, King of Hearts The target must succeed on a Wisdom saving throw or become charmed by you for 24 hours. While charmed, the target regards you as a trusted leader. If harmed by you or your companions, or commanded to do something contrary to its nature, the target ceases to be charmed.
9 The Hierophant, King of Diamonds You cast Mass Healing Word as a 3rd-level spell.
10 The Devil, Queen of Spades Roll a Bardic Dice. You summon a fiend based on the result: imp (1-2), succubus (3), incubus (4), hell hound (5-6), shadow demon (7-8), vrock (9-10), balor (11), or pit fiend (12). The fiend is hostile to non-fiends and disappears at the end of your next turn.
11 Justice, Queen of Clubs Your target regains 4d4 hit points if its alignment is Lawful, or loses 4d4 hit points if its alignment is Chaotic.
1d20 Result Effect
12 The Empress, Queen of Hearts Your target must succeed on a Wisdom saving throw or become charmed by you for 1 round. While charmed, the target has advantage on attack rolls made against your enemies.
13 Strength, Queen of Diamonds Your target gains resistance to bludgeoning, piercing and slashing damage for 1 minute.
14 The Chariot, Jack of Spades A horse appears within 15 feet of your target and is friendly to the target. The horse is equipped with a saddle, half-plate barding and saddlebags. After 24 hours, the horse turns into a Tiny wooden statuette of a horse.
15 Judgement, Jack of Clubs Your target regains 4d4 hit points if its alignment is Good, or loses 4d4 hit points if its alignment is Evil.
16 Temperance, Jack of Hearts You regain your highest level spell slot no higher than 5th level.
17 The High Priestess, Jack of Diamonds You cast greater restoration on the target.
18 The Sun, Rules Card You cast Sunbeam as a 6th-level spell, in the form of two rays of brilliant light flashing out from your eyes, which lasts until the start of your next turn. You can close your eyes (no action required) to stop the Sunbeam, but you are blinded until you open your eyes again.
19 The Moon, Blank Card You magically transform into a Tiny sphere of swiss cheese until the end of your next turn. While transformed, you have vulnerability to all damage types. If you drop to 0 hit points, you immediately revert back to normal.
20 The World, Flush Joker, Natural 20 You regain all expended Bardic Dice.