Bard
Base Class: Bard

Cardmaster bards spent a lot of time gambling and practicing magic, leading to their innate ability to perform various spells themed around cards, dice, and magic tricks. While a normal bard might own a deck of cards to entertain, these bards will create a deck of cards as their primary method of attack, and aren't afraid to take any risks.

Gambler's deck

At 3rd level, you gain a magical deck of 52 cards. You can use it as a spellcasting focus for your bard spells. In addition:

Card Toss: As a bonus action, you can draw a card and throw it at a creature within 30 feet. Roll a d20:

1–5: The card misses.

6–15: The card deals 1d6 piercing damage.

16–20: The card deals 1d6 damage and you gain advantage on your next attack or ability check before the start of your next turn.

Suit Trick: When you roll a natural 20 on a card toss, you may choose one of the four suits:

Hearts: Heal yourself or an ally for 1d4 HP.

Diamonds: Gain temporary AC equal to your Charisma modifier until your next turn.

Clubs: Push a creature 10 feet away and knock it prone.

Spades: Force a creature to make a Wisdom saving throw or be frightened until the end of your next turn.

Lucky Draw

You can add a bit of chaos to your spellcasting. When you cast a bard spell of 1st level or higher, you may roll a d20. On a roll of 18–20, the spell gains one of these random effects (your choice when rolling):

Double the duration of the spell.

Increase damage by one die (for damage spells).

Cause a random creature within 10 feet of the target to make a saving throw against the spell effect.

You can use Lucky Draw a number of times equal to your Charisma modifier (minimum 1) per long rest.

Card Trickery

Your mastery of sleight-of-hand and mischief improves:

Disarming Throw: You can attempt to throw a card to disarm a weapon from a creature’s hand. Make a ranged spell attack; on a hit, the creature must succeed on a Strength saving throw (DC = 8 + proficiency + Charisma modifier) or drop one item it’s holding.

Distracting Flourish: When you use Bardic Inspiration, you can also distract an enemy within 30 feet. That enemy has disadvantage on the next attack roll it makes before your next turn.

Deck of Chaos

You have mastered the unpredictable nature of your cards. As an action, you may unleash your deck:

Choose up to 5 creatures you can see within 60 feet. Each target must make a Dexterity saving throw or take 2d10 psychic damage as your cards explode in chaotic motion.

If a target succeeds, it takes half damage.

After using Deck of Chaos, you can’t use it again until you finish a long rest.

Additionally, whenever you roll damage with a card, you may reroll one die of your choice once per turn.

Comments

Posts Quoted:
Reply
Clear All Quotes