College of Fate (5e Subclass)
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College of Fate[edit]
Fate's Insight[edit]
The College of fate at the 3rd Level grants you a few bonuses, you have found that you are surprisingly good at 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.
Fate Led[edit]
At the 3rd Level, Bards belonging to the College of Fate have learned to accept that fate guides their way and ironically began to shape their fate and the fate of those around them. 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. This cantrip now has a range of 30 feet, does not require concentration and you can cast it as a reaction.
Twist of Fate[edit]
Bards belonging to this college also gain an ability that allows 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 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 uses their d20 roll.
Woe. The creature must roll your Bardic Inspiration die. On a result of 3 or Lower, the creature acts as if they had rolled a natural 1 on the d20 roll. Otherwise, the creature uses their d20 roll.
This feature must be used after a creature makes a d20 roll. Any creature that currently has one of your Bardic Inspiration dice may expend the dice to use this feature themselves.
Control Fate[edit]
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, they don't count against your number of spells known and they affect any creature in range.
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 at the same time, 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 both of these spells.
Finally, whenever you cast the Augury spell, you never receive a false reading, regardless of the amount of times you have cast the spell before completing a Long Rest.
Fatechanger[edit]
Upon reaching the 14th level in their class, Bards belonging to the College of Fate have achieved the pinnacle of their power: being able to change reality itself. As an action, you can undo a single recent event by forcing a reroll of any roll made within the last round (up to (but excluding) 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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