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College of Luck

Bards of the College of Luck are renowned gamblers and dealers, and often hang around casinos and taverns, using their innate skill with games of chance to make easy money.   Their ability to manipulate the odds extends out of mere games, however, and they can use these abilities to aid themselves if they end up in a dangerous situation. With luck almost always on their side, they can often win fights with one hand behind their back and their eyes closed.   Sometimes, members of the College of Luck get together to gamble amongest each other. These games are said to be legendary, with each bluff, call and gamble more impressive then the last.  

Straight Deal

When you join the College of Luck at 3rd level, you're able to manipulate the forces of luck. When a creature other than yourself within 60 feet of you that you can see makes an attack roll, ability check, or saving throw, you can use your reaction to expend a use of your Bardic Inspiration, causing that roll to instead be a 10. You can choose to do so after the creature rolls, but before the effects of the roll occurs.

Gambler's Charm

Also at 3rd level, you become adept with games of chance and the tools they use. You gain proficiency with three gaming sets of your choice. Additionally, when you gain proficiency with these gaming sets, and again at 6th and 14th level, you can choose one of them and double your proficiency bonus for ability checks you make using that gaming set. you gain proficiency in the Sleight of Hand skill if you aren't already. Additionally, you can use a component from a gaming set (such as a deck of cards, dice, or a chess piece) as a spellcasting focus for your bard spells.

Stack the Deck

At 6th level, you know how to best keep the odds in your favour. A creature can have any number of Bardic Inspiration dice at a time, but can't add more than one Bardic Inspiration die to a roll at once. When you grant a creature a Bardic Inspiration die as a bonus action on your turn, you can grant it two Bardic Inspiration dice, rather than one. Additionally, while a friendly creature is under the effects of one of your bard spells of 1st-level or higher that you're concentrating on, it's attack rolls, ability checks, and saving throws can't have disadvantage. When a hostile creature fails its saving throw against a bard spell of 1st-level or higher that you're concentrating on, it's attack rolls, ability checks, and saving throws can't have advantage.

Unfair Advantage

At 14th level, you're able to manipulate the flow of combat so you always hold all the cards. You gain one special use of your Bardic Inspiration, which has the following changes:
  • You don't regain your use of it during a short rest.
  • When a creature rolls this special die to add the result of a attack roll, ability check, or saving throw, they can roll this die twice and use the higher result.
  • This special die is a d12.
  When a creature uses this special die, they can choose a creature within 60 feet of them. That creature then gains this special die. This special die lasts for 10 minutes, and it's duration isn't refreshed when its passed to a new creature. Once a creature gains this special die, it can't gain it again until it finishes a long rest. Additionally, another creature can't grant you the use of this special die.

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