College of Luck (5e Subclass)
College of Luck
Many Bards excel in the conversational skills required to be excellent gamblers, but Bards of the College of Luck understand there is more to these games of chance than swindling their fellow players out of a few pieces of gold. Luck is a constant force that exerts its will in nearly everything we do, and these Bards attempt to take their fortunes into their own hands, bending the power of fate to their will.
- Gambler's Insight
By the time you've joined the College of Luck at the 3rd Level, you have developed a multitude of skills that allow you to excel in games of chance. You gain proficiency with two of the following skills of your choice: Deception, Insight, Perception, Persuasion or Sleight of Hand. You additionally gain proficiency with any two gaming sets of your choice, and can then double your proficiency bonus with any two gaming sets that you are proficient with.
Furthermore, you can use any gaming set that you are proficient with as a spellcasting focus. Whenever you use a gaming set as a spellcasting focus, any somatic components can be preformed while handling the gaming set and you can ignore verbal components. If the only component of a spell is verbal, you may instead replace it with a somatic component.
- Influence Luck
Also at the 3rd Level, Bards belonging to the College of Luck have learned to improve not only their own chances of success, but can impart this benefit to others as well. You know the guidance cantrip, which doesn't count against the number of cantrips you can know and is considered a Bard cantrip for you. For you, this cantrip has a range of 30 feet, and you can cast it as a bonus action.
- Twist of Fate
Lastly, Bards belonging to this college have an inherit control of luck, allowing for either the best or the worst of outcomes to appear with greater consistency. Whenever a creature you can see that is within 60 feet of you rolls a d20, you can expend a use of your Bardic Inspiration to force them to have one of the following effects:
Weal. The creature must roll your Bardic Inspiration die. On a result of 4 or greater, the creature acts as if they had rolled a natural 20 on the d20 roll. Otherwise, the creature acts as if they had rolled a natural 1.
Woe. The creature must roll your Bardic Inspiration die. On a result of 4 or greater, the creature acts as if they had rolled a natural 1 on the d20 roll. Otherwise, the creature acts as if they had rolled a natural 20.
This feature must be used before a creature makes a d20 roll, and any creature that currently has one of your Bardic Inspiration dice may expend the dice to use this feature themselves.
- Improved Influence Luck
At the 6th level, you have better harnessed your magic in ways that allow you to influence the outcomes of the world. You know the augury, bane and bless spells. All of these spells are considered Bard spells for you, and they don't count against your number of spells known.
Whenever you use your action to cast the Bless spell, you can use that same action to cast the Bane spell (or vice versa). When you do so, you must expend spell slots for each spell separately. Furthermore, you may concentrate on both of these spells and the Guidance spell at the same time, and you cannot lose concentration on these spells as a result of taking damage. However, if your concentration ends for anyone of these spells (such as if you cast a different spell that would require concentration), your concentration ends for every one of these spells.
Finally, whenever you cast the Augury spell, you can replace the material component of the spell with any gaming set that you are proficient with. When you do so, you never receive a false reading, regardless of the amount of times you have cast the spell before completing a Long Rest.
- Fatechanger
Upon reaching the 14th level in their class, Bards belonging to the College of Luck have achieved the pinnacle of their power: being able to change the effects of fate itself. As an action, you can undo a single recent event by forcing a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result.
For example, this effect could undo an opponent's successful save, a foe's critical hit, or a friend's failed save. Once the roll has been made, you can choose whether to use the reroll or the original roll.
Once you have used this feature, you cannot use it again until you Complete 1d4 Long Rests.
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