Bard
Base Class: Bard

A bard that put down the books and instruments in favor of a deck of cards. This bard's Spell casting is randomized by the cards that they are drawing. Giving them access to unlimited spells with restricted access at all times.

Magic deck

You have an enchanted deck.

You have expertise in a playing card set and in addition you have advantage with all rolls made to use them

 

Instead of preparing spells and cantrips normally, you choose twice as many prepared spells to add to your magical deck.

at any given time you have a hand of 4 random cards.

when you cast a spell you play the card, then draw and shuffle with the played card.

 at higher levels you have a larger hand. 6 cards at level 5, 8 cards at level 11, and 10 cards level 17.

 

 

whenever you use a use of bardic inspiration or use a spell slot you may replace one card in your hand.

Card toss

You imbue your Bardic Inspiration cards with magical energy.

Whenever you use your bardic Inspiration you may spend an additional spell slot as part of the bonus action to imbue your bardic inspiration with a card of spell storing. Choose one spell card in your hand and store it in a card that the inspired creature may use to cast Using your spell casting bonus and save DC. these cards lose their magical property when you long rest.

Additionally you may throw cards at opponents.

As an action, you can draw a random card from this deck and throw it to make a ranged spell attack, using Charisma for the attack roll. The card has a range of 30 feet. On a hit, it deals 1d4 slashing damage and You may spend a charge of Bardic Inspiration to impose a magical effect determined by its suit, as detailed in the table below. The card immediately returns to the deck after it hits or misses a target. all saves are against your spell save dc. The damage increases as you level up increasing to two dice at level 7, three dice at level 11, 4 dice at level 15, and 5 dice at level 20.

all saves are against your spell save dc.

The damage increases by 1d when you reach levels 5 (2d), 11 (3d), and 17 (4d).

d4 Suit Effect
1 ♣️  The card explodes in a burst of fire. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 1d12 fire damage.
2 ♦️  The card shoots streaks of lightning. The target must make a Dexterity saving throw. On a failed save, the target has the blinded condition until the end of your next turn, and each creature within 10 feet of the target takes 1d6 lightning damage.
3 ♥️  The card covers the target in a thick layer of ice. The target takes 1d10 cold damage and must succeed on a  Constitution saving throw or have the restrained condition until the end of your next turn.
4 ♠️ The card unleashes a sharp, concussive blast. The target and each creature within 5 feet of it take 1d6 force damage and must succeed on a Strength saving throw or have the prone condition.

Luck of the draw

you have three separate magical decks that you may draw from.

every long rest roll 1d4 the determine your deck.

As an action you may spend a use of bardic inspiration to draw from your deck.

1 Deck of miscellany
2 Deck of wonder
3 Deck of illusion
4 Players choice
 

Wildcard Mastery

You have mastered the art of using cards in combat granting you two additional features.

Card cocoon

whenever you roll initiative cards swirl around you defensively, you regain a level one spell slot. while in this form you may always cast the shield spell by using a level one spell slot without it being in your hand.

Returning card

After you cast a spell using a card you may spend one use of Bardic Inspiration to make that card return. this can only be used once per card until you draw it again normally.

Previous Versions

Name Date Modified Views Adds Version Actions
8/1/2025 6:59:04 PM
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1
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