Base Class: Bard
Deck of many more things subclass integration
Cartomancy
You have learned to channel your magic through a deck of cards. You can use a card deck as your spell casting focus, and you gain the following benefits:
Card Tricks. You learn the Prestidigitation cantrip and can use it to create illusions that duplicate the effects of stage magic. When you use Prestidigitation in this way, you can conceal the verbal and somatic components of the spell as ordinary conversation and card handling.
Hidden Ace. When you finish a long rest, you can choose one spell(s) from your class’s spell list and imbue them into a card. The chosen spells must have a casting time of 1 action, and must be a level for which you have spell slots. The cards remain imbued with their spell for 12 hours. While you have a card imbued with a spell, you can use a bonus action to flourish the card and cast the spell within. The card then immediately loses its spell. 3 spells at 6th level, 5 spells at 14th.
Deck Reading. At the expense of gaining a level of exhaustion, you can use your cards to tell the future. Once per long rest, you can choose to use your cards like a tarot deck to predict the future. Pull 3 cards from the deck representing the challenge, the struggle, and the outcome. You may either do this by pulling cards at random or by working with the DM to “stack the deck”. Additionally, if any of the following cards are pulled, anyone “participating” in the gain the effects as listed until they complete a short rest.
Poetic Predictions
At 6th level, your skill in poetry allows you to predict outcomes and weave fate. When you give a creature a Bardic Inspiration die, you also gain an Inspiration die (a d6). You can have only one Inspiration die at a time. At higher levels you have the ability to have more than one die at at time, a max of 2 at 10th level, and a max of 3 at 15th level.
Inspiration Die Feature: You can use your Inspiration die as a reaction to add or subtract the roll of a creature of your choice within 60 feet of you. This die can be used on an attack roll, ability check, or saving throw. You must decide to use the Inspiration die after the creature makes its roll but before the DM determines the outcome.
Mystic Verses
At 14th level, your connection to fate and poetry deepens, allowing you to manipulate the threads of destiny with your words and cards.
Empowered Prediction: When you use your Deck Reading feature, you can choose to expend an additional use of Bardic Inspiration to enhance the prediction. Each participant gains a bonus equal to your Charisma modifier to their next attack roll, saving throw, or ability check made before the next long rest. Using the deck reading feature no longer gives a level of exhaustion.
Verse of Destiny: As an action, you can recite a powerful verse that shapes the future of one creature you can see within 60 feet. You can use Verse of Destiny a number of times equal to your proficiency bonus + your charisma modifier. A target can only be under the effects of one verse at a time, using a new verse on a target already under the effects of one verse will immediately clear the effects of the old verse and take the effects of the new verse instead. Choose one of the following effects:
Positive Effects:
- Guiding Fate: The target gains a +2 bonus to their AC and saving throws for 1 minute(10 turns).
- Twist of Fortune: The target can reroll one attack roll, ability check, or saving throw they make within the next minute(10 turns). They must use the new roll.
- Clarity of Vision: The target gains advantage on Wisdom (Perception) and Intelligence (Investigation) checks for 1 minute(10 turns).
- Speed of the Wind: The target's movement speed increases by 15 feet, and they can take the Dash action as a bonus action for 1 minute(10 turns).
- Strength of the Bear: The target gains temporary hit points equal to your Bard level + your Charisma modifier, which last for 1 minute(10 turns).
- Echo of the Past: The target can recall any information they've encountered in the last 24 hours with perfect clarity, gaining advantage on any Intelligence checks related to that information for 1 minute(10 turns).
Negative Effects:
- Cursed Fate: The target suffers a -2 penalty to their AC and saving throws for 1 minute(10 turns).
- Misfortune: The target must reroll one successful attack roll, ability check, or saving throw they make within the next minute. They must use the new roll.
- Blurred Vision: The target has disadvantage on Wisdom (Perception) and Intelligence (Investigation) checks for 1 minute(10 turns).
- Weight of the Earth: The target's movement speed is reduced by 15 feet, and they must succeed on a Constitution saving throw or fall prone if they attempt to Dash within 1 minute(10 turns).
- Weakness of the Willow: The target takes additional damage equal to 1d6+your charisma modifier whenever they are hit by an attack for 1 minute(10 turns).
- Echo of Regret: The target is haunted by past mistakes, causing disadvantage on any Intelligence checks related to recalling information for 1 minute(10 turns).
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