Bard
Base Class: Bard

A deck of cards is all you need. It is your weapon and your magical conduit. 

Card Throwing

Starting at 3rd level when you choose this subclass, you have a magical deck of cards that you can use as a weapon. Your cards are a simple thrown weapon with a range of 60 feet and no long range. On a hit, they deal slashing damage equal to your Bardic Inspiration die plus your Dexterity modifier.

After attacking with your card, it magically returns to the deck. 

 Starting at 9th level, you can throw two cards when you take the attack action. You make a separate attack roll for each card.

Luck of the Draw

Starting at 3rd level, as a bonus action, you can expend a use of your Bardic Inspiration to draw from the deck of cards. Roll the Bardic Inspiration die to find what magical effect occurs. 

  • 1 (Ace) - The card explodes. You and all adjacent creatures take 4d6 fire damage.
  • 2 - Roll again and add your results together. 
  • 3 - Roll your Bardic Inspiration die. You or one creature within 60 feet of you gain temporary hit points equal to two rolls of your Bardic Inspiration die.
  • 4 - You fall unconscious for 1 minute.
  • 5 - Nothing happens
  • 6 - Roll your Bardic Inspiration die. You or one creature within 60 feet of you regain hit points equal to two rolls of your Bardic Inspiration die.
  • 7 - Add 1d4 to your next weapon or spell attack roll. If the result before modifiers is a 20 or higher, it is a critical hit.
  • 8 - All creatures (including yourself) within a 20 foot radius sphere have disadvantage on their next attack roll, ability check or saving throw (whichever happens first)
  • 9 - You cast Blindness/Deafness on yourself. 
  • 10 - A small cloud appears above your head. It rains on you until the start of your next turn. 
  • 11 (Jack) - All friendly creatures you can see gain advantage on their next attack roll, ability check or saving throw (whichever happens first).
  • 12 (Queen) - The next 5th-level or lower spell you cast does not expend a spell slot.
  • 13 (King) - You gain all the benefits of completing a long rest. 
  • 14 (Joker) - You cast Reality Break on a creature you can see. It has disadvantage on the saving throw. 

You gain proficiency in the Sleight of Hand skill and you add double your proficiency bonus to all Dexterity (Sleight of Hand) skill checks. 

You can use your deck of cards as a spellcasting focus when casting your Bard spells.

Card Tricks

Starting at 6th level, your cards count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

When you hit a creature with your Card Throw feature, you can use your bonus action to roll 1d6. Your result corresponds with a different card and magical effect.

  • 1 - Club. Nothing happens.
  • 2 - Spade. The card circles around and slashes at the target an additional two times.
  • 3 - Heart. You take damage equal to the damage of your card throw. 
  • 4 - Diamond. The card explodes into feathers on impact. Reducing the damage to 1. 
  • 5 - Face Card. The card is enveloped with magical energy dealing an additional 2d6 damage. Choose 1 of the d6 rolled, if it is an even number the additional damage is fire. If it is odd, it deals lightning damage. If both d6 are the same number, add an additional 1d6 of the appropriate damage type.
  • 6 - Joker. On a hit, the target must make an Intelligence saving throw. On a failed save, the target can't take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three.

You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses after completing a long rest.

Redraw

When you reach 14th level, whenever you use your Luck of the Draw or Card Tricks features, after drawing your card, you can choose to roll again to draw a new card. You must use the new result. 

If you make an attack roll, ability check or saving throw, after seeing the result, you can expend a use of your Bardic Inspiration die to roll again. You must use the new result, even if it is worse.

You can use either ability of this feature a total number of times equal to your Charisma modifier (minimum once). You regain use of this feature after completing a long rest.

Previous Versions

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10/5/2022 6:24:49 PM
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