Luck Weaver Bard

Luck Weaver Bards originate from the mystical city of Dascus. Masters of chance, they use enchanted decks of cards to alter fate and wield magical energy. Luck Weaver Bard combine card magic unpredictability with strategic spellcasting for a unique gameplay experience.

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Luck Weavers, with a history dating back to Elara, who found card magic while traveling. Bringers of luck, they strengthen skills with companions, infusing cards with magic. Playing a Luck Weaver means forming strong connections and embracing luck's unpredictability. Common in halls and dungeons, they can shift the situation.


Luck Weavers are both revered and dreaded for their chance manipulation abilities. They aid in high-stakes scenarios but are also deemed unpredictable. Explore luck ethics, magical card origins, and bond effects as a Luck Weaver.

Luck Weaver Bard Features By Level

Card Blitz

At 1st level, on your turn, you can roll 1d4, 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.


The feature increases when you reach 6th level (d6), 10th level (d8), 14th level (d10), and 18th level (d12).

Street Performer

At 3rd level, You gain Expertise in Trickery and Showmanship. Any levels of proficiency you have put in these skills can be reallocated.

(Recharge 6) You can use Trickery or Showmanship as a bonus action, on success you can use Card Blitz Again.

Lucky Ladies

At 7th 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 3d6. 


You can choose to spend one of your luck points after you roll the dice, but before the outcome is determined. You choose which of the sets of 3d6 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 an additional 3d6 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.

Wall of Cards

At 9th level, (Recharge 6) As a reaction to being hit by an attack, you can grant an ally within 60 feet of you +5 Armor Class until the start of your next turn.

Make A Hand

At 12th 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.


  • Pair: If you roll a pair of the same number on two dice, you gain a +3 bonus to your attack rolls and spell DC until the end of combat.
  • Two Pair: If you roll two pairs of the same number on four dice, your attacks and card blitz stun your target on hit until the start of their turn, until the end of combat.
  • Three of a Kind: If you roll three dice with the same number, you gain a +3 bonus to your card blitz damage per card, attack rolls, skill checks, & saving throws until the end of combat.
  • Four of a Kind: If you roll four dice with the same number, you gain a +5 bonus to your attack rolls, spell DC, & skill checks until the end of combat.
  • Five of a Kind: If you roll five dice with the same number, you gain a +8 bonus to your attack rolls, spell DC, & skill checks until the end of combat.
  • Full House: If you roll three dice with the same number and two dice with another same number, You gain +8 to all attack and damage rolls, and +5 to all saving throws and skill checks until the end of combat.
  • Straight: If you roll five consecutive numbers (for example, 1, 2, 3, 4, 5 or 2, 3, 4, 5, 6), the DM chooses the reward for such a rare feat.

Magic Shop

At 14th level, Once per long rest, you can conjure a magical vendor that will auction any items or treasure you wish. They can sell you or your party items the DM approves.


The max amount of weight the vendor can carry at any given time is 300 pounds, and it takes 24 hours for them to return the monetary reward gained from the auction. 


The vendor cannot travel between planes, unless the DM approves it, and the vendor can act as a bank holding your party's gold and more treasured items. Summoning the vendor as a bank requires a number of spell points equal to your level.

Royal Flush

At 17th level, When you finish a long rest, roll five sets of 3d6 and record the numbers rolled. Do not include any additional dice. 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.

Pick A Card

At 19th level, You can reroll any single dice roll once per roll.

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