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College of Fortune

Bards in the college of fortune are called many things: soothsayer, jester, wanderer, and gambler. These bards are found performing in roadhouses one night and royal courts the next, turning their innate prescience into coin and glory. The College of Fortune has no formal training grounds. Rather, it is a calling for those who can see how the dice will fall, when the talon will slash, or which saga will turn the crowd. Many bards of fortune take to the adventurer’s life because they have seen their own future. Whether that future should be chased or avoided varies by bard, but they often shrug it off and say, “Why not sing a few songs along the way?”

Token of Fortune

When you join the College of Fortune at 3rd level, you can use an action to imbue one of the following types of objects with a measure of prescience: a coin, a card (or deck of cards), a die (or set of dice), or any palm-sized or smaller piece from a game, such as a carved chess piece or similar object. You can have only one token imbued with prescience at a time. If you imbue another, the effect on the previous token ends.
While holding the token, you can use an action to cast the augury, detect thoughts, or identify spell without expending a spell slot or material components. Once you use a token of fortune to cast a spell, you can’t do so again until you finish a short or long rest, regardless of how many tokens of fortune you create.
The spell options you can cast from your token of fortune expand as you reach certain levels in this class. At 7th level, the token can be used to cast the clairvoyance spell. At 11th level, the token can be used to cast the legend lore spell.
 

Prediction

Starting at 3rd level, you are adept at predicting the immediate future—or at least the immediate future seems to always accommodate your predictions. Whenever a creature you can see within 60 feet of you makes an ability check, attack roll, or saving throw, you can use your reaction to expend one use of your Bardic Inspiration and predict the outcome. Before the roll is made, state whether it will be a success or failure and roll your Bardic Inspiration die. After the ability check, attack roll, or saving throw is made, add or subtract the result of your Bardic Inspiration die to the roll to bring the final result of the roll closer to your prediction.
For example, if your Bardic Inspiration roll was 6, an attacker rolled a 10, and the attacker needs a total of 14 to succeed, add the 6 from the Bardic Inspiration die to the attacker’s roll if you predicted the attack would succeed. If you predicted the attack would fail, subtract 6 from the attacker’s roll.
 

Tip the Scales

At 6th level, your prescience grows. When you use Prediction, you can roll two Bardic Inspiration dice and choose which result to apply to the attack roll, ability check, or saving throw that triggered the Prediction. You still expend only one use of Bardic Inspiration when you use Prediction.
 

Fates Align

At 14th level, your powers of prescience are nearly unmatched. When you cast a spell of the divination school, the casting time is reduced. If the casting time is more than 1 hour, it is only 1 hour for you. If the casting time is more than 1 minute but no more than 1 hour, it is only 1 minute for you. If the casting time is 1 minute, it is only 1 action for you. In addition, whenever you cast a divination spell of 1st level or higher, you regain one expended use of your Bardic Inspiration.


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