College of the Seers#
The ancient order of seers, the völv, examines the children of the raiding clans in search of individuals with the nascent ability to read the runes and connect with the primal forces of the world. Unfortunately, only a few have sufficient gifts to become seers. The others are sent back to their clans after being trained to compose music, sing songs, collect stories, and watch. Many become Bards of the College of the Seers.
This Bard is both a storyteller and a manipulator, capable of playing off both sides in a conflict and coming out the winner. Though skilled in the martial arts, they also know how to navigate the complexities of clan politics. And with a touch of the prescient, they can both understand what is to come and influence it.
The latter they do in the form of curses that weigh heavily on the minds of the afflicted, bending them to the skald’s will. Never entirely trusted, even by one’s friends, this Bard is always respected.
Level 3: Bonus Proficiencies#
You gain proficiency with Martial Weapons and Training with Medium Armor. You also gain a skill of your choice.
Level 3: Bestow Fate#
As a Magic Action, you target a creature you can see or hear within 30 feet of you as your mark. When you do, you expend one use of Bardic Inspiration, and the creature must make a Charisma saving throw against your spell save DC. On a failed save, choose one of the following fates to impose on the creature for 1 minute:
Clumsy. Subtract a roll of your Bardic Inspiration die from the first attack roll the creature makes on each of its turns.
Feeble. Subtract a roll of your Bardic Inspiration die from one saving throw the creature makes before the effect ends (no action required). After doing so, the effect ends.
Slow. The creature’s Speed is reduced by 5 feet × the result of your Bardic Inspiration die (minimum Speed 5 feet). At the end of each of the creature’s turns, reroll your Bardic Inspiration die to determine the new reduction.
This effect ends early if you use this feature to mark a different creature, if you have the Incapacitated condition, or if the target has the Unconscious condition or dies.
Level 6: Enduring Inspiration#
You learn two additional fates that you can apply with your Bestow Fate feature:
Bold. Add a roll of your Bardic Inspiration die to the first ability check the creature makes on each of its turns.
Sturdy. Add a roll of your Bardic Inspiration die to the first saving throw the creature makes on each of its turns.
In addition, you can bind the fate of multiple creatures. When you take the Magic Action to use Bestow Fate, you can target 2 creatures instead of one and expend one use of Bardic Inspiration for each.
Level 14: Potent Fate#
When a roll from your Bestow Fate feature uses your Bardic Inspiration die, you can reroll that die. You must use the second result. You can do this once per turn.
Additionally, when a creature affected by your Bestow Fate makes an attack roll, saving throw, or ability check, you can use your Reaction to force that creature to reroll that roll.
You can decide to use this feature after the creature rolls, but before the DM tells you whether the roll succeeds or fails.

