Bard
Base Class: Bard

Bards of the College of Cards probably are found at the center of a crowd in a tavern, showing of their skills with a deck or maybe you see them late at night, with a bunch of shifty people in a not so legal match of poker. These bards are always playing with their hands, maybe nimbly shuffling a deck, doing a little magic trick or even hurling them at high speed against that bastard who could not keep his mouth shut during their show. Using their natural agile fingers and a little magic, they can create the most amazing shows with flourishes, slides and the oh so unexpected "Is that your card?" one-liner. And the arcane explosions are also pretty neat as well. So, even though they are the life of a party, you probably should think twice before telling a bard of this college that cards tricks are for kids between 4 and 11.

Bonus Proficiencies

When you join the College of Cards at 3rd level, you gain proficiency with the Sleight of Hands skill and with the Playing Card Set. If you already have proficiency in those, you gain proficiency in another skill and gaming set of your choice.

Wild Deck

Also at 3rd level, you gain a magically imbued deck of cards. The deck is a Tiny object and can serve as a spellcasting focus for your bard spells. If you lose your deck, you can perform a 1-hour ceremony to magically create a replacement. This ceremony can be performed during a short or long rest, and it destroys the previous deck.

 

You can attack using the deck, which is a thrown weapon with a 40/120 ft. range that you are proficient with and deals 1d4 + your Charisma modifier of slashing damage.

 

The damage of your deck increases when you reach certain levels at this class, increasing to 1d6 at 5th level, 1d8 at 10th level, and 1d10 at 15th level.

 

Wild Cards

Starting at 3rd level, whenever you take the Attack action on your turn to attack with your deck, and the attack hits a creature, you can use one of the following Wild Cards options of your choice. You can use only one Wild Card option per turn.

1.Explosive Card. You can expend one use of your Bardic Inspiration to cause the card to deal extra damage to the target you hit and to any other creature of your choice that you can see within 10 feet of the target. The damage equals the number you roll on the Bardic Inspiration die.

2.Fortifying Card. You can expend one use of your Bardic Inspiration to cause another creature you choose within 30 ft. of your target to gain a number of temporary hit points equal to the roll on the Bardic Inspiration die + your Charisma modifier.

3.Pushing Card. You can expend one use of your Bardic Inspiration to attempt to drive the target away. The target takes extra damage and must succeed on a Strength saving throw against your spell DC or be pushed 15 ft. away from you. The damage equals the number you roll on the Bardic Inspiration die.

4.Bouncing Card. You can expend one use of your Bardic Inspiration to bounce the card and attempt to hit a additional creature within 30 ft. of the original target. Make a second attack. If it hits the creature takes extra damage equal to the number rolled on your Bardic Inspiration die.

5.Shifting Card. You can expend one use of your Bardic Inspiration to shift into a better position. The target takes extra damage and you can choose a unoccupied point within 20 ft. of you to teleport to without causing attacks of opportunity. The damage equals the number you roll on the Bardic Inspiration die.

6.Flashing Card. You can expend one use of your Bardic Inspiration to distract the creature with the magic within the card. The target takes extra damage and the next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn. The damage equal the number you roll on the Bardic Inspiration die.

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Draw the Deck

At 14th level, you let luck decide your fate. With a action, you can activate your magical deck and have it float around you for one minute, or until you are incapacitated or you drop it with a bonus action. For the duration, the decks gives you a +2 to your AC and saving throws. Additionally, you gain the ability to throw a card with a bonus action. When you do so, the card is empowered by one of the Wild Cards option, chosen randomly, determined by a d6. 

You can use this feature once per long rest. You can also expend a spell slot of 4th level or higher to use this feature again.

Previous Versions

Name Date Modified Views Adds Version Actions
6/11/2020 2:55:05 AM
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7/12/2020 6:38:37 PM
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1,7
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9/22/2024 2:37:08 AM
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19
1.7
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