Bard
Base Class: Bard

College of Cards


The use of pure chance as a medium for magic goes back to the ancient tradition of osteomancy, or divination by bones. As time progressed, so too did the objects of mundane probability change. Chief amongst these objects are decks of cards. From simple sleight of hand to true oracular visions, decks of cards have made manifest the ways the natural and supernatural coalesce. While divination is seen as the domain of wizards and clerics and trickery an easy vagabond’s tools, there are those who hold to the unordained whim of chance to bring about goals of merriment and volatility. Such card slingers frequently belong to the Bardic College of Cards. In their hands, a simple deck of cards can be just as magnificent as a stirring speech or heartfelt ballad. 

Card Connoisseur

As you fold into the College of Cards at 3rd level, you learn to channel your performative and arcane arts into playing cards. Be it by a tight memory, quick-swaps, or raw luck, none can match your skill at card play.

You gain proficiency with playing card sets and the Sleight of Hand skill, and you may use a playing car set as a spellcasting focus.

Loaded Deck

When you enter the College of Cards at 3rd level, you gain the ability to inject a mundane deck of cards with your gift for inspiration. As a Bonus Action, expend and roll a Bardic Inspiration Die, drawing a number of cards from a standard 52 card deck to your hand. As an Action, you may choose one of the cards in your hand to make a special Ranged Weapon Attack (30 ft./60 ft.) with, adding your Proficiency and Charisma Bonus to the attack roll. If you successfully hit with this attack, the target takes damage and effects described in the Card Suit and Card Face tables below, then discard your hand. If you miss this attack, discard the chosen card. So long as you have cards in your hand, you may not draw an additional hand.

You regain all discarded cards after you finish a Long Rest.

Card Suit Damage Type
Heart Radiant Damage
Spade Necrotic Damage
Diamond Force Damage
Club Thunder Damage

Card Face Effect
2-10 Target takes damage equal to the Face’s number + your Charisma Bonus.
Jack Target takes damage equal to the your Charisma Bonus and must succeed on a Constitution Saving Throw, or become blinded until the start of your next turn.
Queen Target takes damage equal to the your Charisma Bonus and must succeed on an Intelligence Saving Throw, or become charmed by you until the start of your next turn or if it takes damage.
King Target takes damage equal to the your Charisma Bonus and must succeed on a Wisdom Saving Throw, or become affected by the Command spell.
Ace Target takes damage equal to the your Charisma Bonus. You then draw a card from the top of your deck, and make an additional Special Ranged Attack on the same target with said card.
Joker Roll on the Wild Magic Surge Table. If you roll a 99 or 00, you regain all expended uses of Bardic Inspiration.

Quick Draw

Starting at 6th level, if you have expended all uses of Bardic Inspiration, you may use your Bonus Action to draw the first card of your deck and use it as a part of the Loaded Deck feature’s Ranged Weapon Attack. If you do not make this attack by the end of your turn, discard the drawn card.

The House Always Wins

Starting at 14th level, you have learned to flex the rules and ensure you are the last one at the table. When you force a creature to make a Saving Throw through your Loaded Draw feature, you may reduce their roll by the number rolled on your Bardic Inspiration Die.

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