The Luck Weaver Bards are a rare and enigmatic subclass, believed to have originated in the mystical city of Dascus. They are the masters of chance, wielding decks of enchanted cards as their primary weapon. These cards are not mere pieces of paper but conduits of magical energy, each imbued with the power to alter fate itself.
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The first known Luck Weaver was a bard named Elara, who discovered the art of card magic during their travels across Alavir. Elara's deck was no ordinary set of cards; it was a powerful magical artifact that could manipulate luck and change the course of battles. As they journeyed through the realm, Elara and their companions became renowned as bringers of good fortune, their music and card magic filling the air with an aura of luck and possibility.
Luck Weavers often form close-knit groups with adventurers who share their love for the unknown and the unpredictable. The power of their friendship is said to infuse each card in their deck with additional magical energy, making their luck even more potent. These bonds are not just emotional but magical, strengthening the Luck Weaver's abilities and making them a formidable force in any party.
In the world of Alavir, Luck Weavers are both celebrated and feared. Their ability to manipulate chance makes them valuable allies in battles and quests. However, their powers are also unpredictable, leading some to view them as wild cards in the grand scheme of things. They are often found in places where the stakes are high, from the gambling halls of the Eastern Coastline to the treacherous dungeons of Mordrathen.
At level 1, on your turn, you can roll a bardic inspiration die, you create a number mystical cards equal to your roll dealing 1d4 + your Bard level magical otherworldly damage.
Each card hits a creature of your choice that you can see within 60 feet. The cards all strike simultaneously, and you can direct them to hit one creature or different targets.
When you cast a spell, you can make a Performance skill check (once per round).
The feature’s damage increases when you reach 6th level (d6), 10th level (d8), 14th level (d10), and 18th level (d12).
At 3rd level, You have a number of luck points equal to your proficiency modifier. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.
You can also spend one luck point when an attack roll is made against you. Roll a d20 and then choose whether the attack uses the attacker's roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.
You regain your expended luck points when you finish a long rest.
At 7th level, at the start of combat roll 7 d20 three times, if you make a hand using 5 dice you gain a bonus. 2's are wild meaning they can be any number you choose.
At level 11, you learn how to use your cards to defend yourself or an ally. Once per round, you summon an invisible barrier of magical cards appears and protects the creature within 60 feet.
The creature takes no damage from the next damage source. Any additional effects such as paralyzed from a large fall still apply.
At level 15, When you finish a long rest, roll five d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling roll.
Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.
Standard Starting Class Equipment
2 health potions.
A backpack with 10 rations, tent & bedroll, cooking utensils, mess kit, tinderbox, 3 torches, roper and a waterskin.
Ring of the Dealer:
(Accessory) When you fail a skill check or saving throw, roll 1d6 on a 6 you pass instead.
Robes
Boots
Dealer's Gloves: (Arcane Focus) You can add 1 additional Card Blitz per round, and you have proficiency in Sleight of Hand checks while wearing these gloves.