Bard - College of Fortunes

by Soupangel44

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College of Fortunes

Members of the College of Fortunes are often sought out before people make big choices in their lives or leave on perilous journeys. These fortune tellers are able to make what they see become a reality through inspiring their patrons to make it come true. Fortune bards have far more control over the future than other bards, as their inspiration is much more potent.

Bard Level Feature
3rd Fortune Reading, Enduring Inspiration
6th Superior Inspiration
14th Forsee Greatness

Fortune Reading

When you join this college at 3rd level, you gain the ability to see into the future of your companions. Whenever you finish a long rest, choose a number of creatures not exceeding your Charisma Modifier to read the fortunes of. Each of those creatures rolls a d20 with no modifiers and records the result. At any point within the next 24 hours, that creature can then replace any Attack roll, Saving throw, or Ability check made by a creature within 10 feet of them with their foretelling roll. They must choose to do so before the roll is made.

Each foretelling roll can only be used once, and each creature can only have one of your foretelling rolls at a time.

Enduring Inspiration

Also starting at 3rd level, you are able to inspire your comrades further into the future. You can choose to bestow Bardic Inspiration to a creature as an action instead of a bonus action. When you do so, the creature keeps the Bardic Inspiration die for 2 hours, instead of the normal 10 minutes. The Bardic Inspiration die is still lost when it is used.

Starting at 6th level, this duration extends to 4 hours, and at 14th level it extends again to 8 hours.

Superior Inspiration

At 6th level, you are better able to control the future through your inspiration. When a creature expends a Bardic Inspiration die that you have given them, it can roll it twice and take the higher result.

Foresee Greatness

Beginning at 14th level, your fortune is able to bring out the best in your allies. As an action, you can choose a creature within 5 feet of you and increase one of its Ability Scores of your choice by 2, possibly causing it to go above 20. This increase lasts for 1 hour, or until the creature falls unconscious.

You can only have one creature affected by this at a time, and you can only do this a number of times equal to half your Proficiency bonus. You regain all expended uses when you finish a long rest.

Art: Divination - Willian Murai
 

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