5e SRD >Class Options >

College of Entropy

Bards of the College of Entropy are itinerate gamblers and daring thrill seekers whose actions are supremely unpredictable. Rather than relying on ancient lore or skill with arms, these bards throw themselves into new challenges just to see what happens, trusting in luck to see them through. They’re called luck stealers (with a mixture of derision and respect) because no matter how bad things get for everyone around them, these bards always seem to come out unscathed.

Bonus Proficiencies

When you join the College of Entropy at 3rd level, you gain proficiency with Acrobatics, Athletics, and a gaming set of your choice.

Luck Stealer

Also at 3rd level, you learn to borrow a little bit of other people’s luck for yourself. When a creature that you can see within 60 feet of you makes an attack roll, ability check, or saving throw with advantage, you can use your reaction to expend one of your uses of Bardic Inspiration to grant that creature a penalty to the check equal to the number rolled on your Bardic Inspiration die. You gain Inspiration that is usable only on yourself and lasts for a number of rounds equal to the number rolled on the Bardic Inspiration die. If you do not expend the Inspiration before that time, it is lost. Stealing luck, regardless of whether you use the Inspiration, causes a chaos magic surge.

Infusion of Fortune

At 6th level, when you cast a chaos spell, you cause a chaos magic surge and regain one use of your Bardic Inspiration. You regain the use of infusion of fortune after a short or long rest.

Belief is a Tool

Everything desires to be something else. Starting at 14th level, as an action, the luck stealer can change one known spell to another spell of the same or lower level on the bard spell list. At the end of the bard’s next turn, his or her list of known spells returns to normal. Using this ability causes a chaos magic surge.

d% Effect
1-2 You cast hypnotic pattern centered on yourself.
3-4 The target of your spell or ability is also targeted by an enlarge spell. If there is no target, the enlarge affects you.
5-6 An angry constrictor snake controlled by the GM appears wrapped around your waist.
7-8 For 10 rounds, a gust of wind blows out from you in all directions.
9-10 Three targets you can see within 60 feet chosen by you are targeted by a ray of frost.
11-12 You rise 30 feet into the air, where you hover until the start of your next turn, when you fall.
13-14 You grow a purple mustache 3d6 inches in length.
15-16 You are cloaked in shadow and reek of brimstone for 1 hour. During that time, you have advantage on Charisma (Intimidation) checks and disadvantage on Charisma (Persuasion) checks.
17-18 You summon a mule 100 feet above the target of your spell or ability. If you do not have a target, the mule appears above you. Both the mule and the creature it lands on take 10d6 bludgeoning damage from the inevitable fall, or the creature under the mule takes no damage with a successful Dexterity saving throw; the DC equals your spell save DC.
19-20 You cast contact other plane.
21-22 Rum rains from the sky in a 30-foot radius around you for 10 rounds.
23-24 You regain your highest-level expended spell slot.
25-26 You cast a hemispherical wall of force, centered on yourself.
27-28 All of your hair falls out. It grows back at the normal rate.
29-30 You gain resistance to one type of damage, determined randomly, for one hour.
31-32 Loud horns that can be heard for a mile sound for 1 hour. The sound moves with you.
33-34 Until you complete a long rest, every word you utter sounds normal to you but is heard by others as incomprehensible babbling. This doesn’t impair your ability to cast spells.
35-36 Three targets within 30 feet that you can see are targeted by a bolt of light that does 1d8 radiant damage. Each individual target can negate the damage with a successful Constitution saving throw.
37-38 Every creature within 60 feet of you, except you, teleports 10 feet in a random direction. If the destination is a solid object or hazardous terrain, the creature doesn’t move.
39-40 The sun (or moon if it is night) is eclipsed for 10 minutes.
41-42 You become immune to all damage for 1 round.
43-44 Until you complete a long rest, you leave burning footprints that smolder in your wake for 5 rounds. The flames are hot enough to ignite easily flammable material (leaves, paper, cloth).
45-46 You turn into a succulent cooked ham for 10 rounds. While a ham, you are incapacitated and are vulnerable to all damage. The gold plate that you appear upon can be sold for 5 gp.
47-48 For 30 feet around you, the ground turns into broken, uneven, difficult terrain.
49-50 For 1 hour, you gain a bonus to weapon damage equal to your spellcasting ability.
51-52 You open a portal to the Abyss that stays open for 10 rounds. Each round there is a 1 in 20 chance that a fiend or other Abyssal creature of the GM’s choice walks through.
53-54 You cast healing word on a target of your choice.
55-56 Your eyes turn into potatoes and fall from their sockets. You are blinded until you receive a remove curse or regenerate spell.
57-58 You hear a thunderous sound and are stunned until the end of your next turn.
59-60 You cast moonbeam.
61-62 An item you hold is covered in continual flame. If you are not holding an item, the GM chooses an item within 30 feet of you to be the target.
63-64 You and two targets that you can see within 30 feet of you are affected by a bane spell.
65-66 You gain advantage on your next attack roll, ability check, or saving throw within 24 hours.
67-68 You suffer disadvantage on your next attack roll, ability check, or saving throw within 24 hours.
69-70 Choose a target that you can see within 60 feet other than yourself to gain temporary hit points equal to your level.
71-72 A barrel of lamp oil appears adjacent to you.
73-74 You are targeted by a disguise self spell making you appear as a dirt-covered human child of the opposite gender.
75-76 Dim pink light fills an area 30 feet around your target. If your spell or ability has no target, the light is centered on you.
77-78 You summon a boar to a space you can see within 30 feet. The boar follows your commands for 1 minute and then disappears. It is wearing a green dress.
79-80 You cast flame strike centered on yourself.
81-82 You gain 1d4 x 10 pounds of weight.
83-84 You gain a +2 bonus to your AC for a number of rounds equal to your spellcasting ability.
85-86 The ground beneath your target, or beneath you if your spell or ability has no target, sinks 1 foot. The target also falls prone unless it makes a successful Dexterity saving throw.
87-88 Red silk scarves and origami cranes swirl through the air within 500 feet of you, causing light obscurement. The scarves are worth 100 gp in total if collected.
89-90 A table with a heroes’ feast appears within 10 feet of you.
91-92 Three skeletons under the control of the GM claw their way out of the ground and attack random living creatures until they are destroyed.
93-94 You cast barkskin upon yourself. Your hair is permanently replaced with green leaves until you receive a remove curse or comparable magic.
95-96 Your teeth turn into moths and fly away.
97-98 You sprout insect wings, giving you a fly speed of 30 feet. The wings last for 1 minute.
99-100 A weapon you can see within 30 feet glows and becomes a magic weapon for 1 minute.
Section 15: Copyright Notice

Midgard Heroes Handbook © 2018 Open Design LLC; Authors: Chris Harris, Dan Dillon, Greg Marks, Jon Sawatsky, Michael Ohl, Richard Green, Rich Howard, Scott Carter, Shawn Merwin, and Wolfgang Baur.

This is not the complete section 15 entry - see the full license for this page