Base Class: Bard
Your college taught you manipulation of cards with and without magic allowing you to use them to daze the few, trick the many and kill the rest.
This college has allowed taught you many things about cards and you may extortion these tricks for your own personal uses or for others.
Card trickery
At 3rd level you gain the ability to fluently move your hands as to guise tricks involving your cards, you gain proficiency with sleight of hand and a deck of cards.
Magic of the Deck
You have a deck containing four suits (Clubs, Diamonds, Hearts, and Spades) of numbered or lettered cards. Each suit has 13 cards that are numbered from two to ten and lettered J, Q, K, A (Jack, Queen, King, Ace) If a card is lost the whole deck must be replaced. The deck must have every suit and number in it or it will not work, so making a deck of 52 ace of spades will not work. In addition, if your deck includes Jokers, you must have them in your deck when you bond with it. After the card is used you can pick up the card and reshuffled the card back into the deck.
As an action, you can make a ranged attack with a drawn card that has a range of 30 ft. A drawn card must be pulled from the top of the deck after the deck has been shuffled. Shuffling and drawing a card is considered part of the action. You use your Charisma modifier for these attack rolls instead of his Dexterity modifier.
Some of your card effects require your target to make a saving throw to resist the card's effect. The saving throw DC is your spell save dc.
During a long rest, you can forge a bond with your deck to apply the magical affects taking no less than 30 minutes This might be putting new wax on them, separating them, airing them out, and so on. You also must shuffle the cards at least once in order to imbue them with magic. If these things are skipped the cards will lose their magic until you complete the process.
Suits
The added suit effect does not apply to the cards two, five and eight. For the cards three, six and nine applies the usual saving throw -2
Spades: Fire Damage
This suit symbolises willpower, courage, strength and other masculine qualities. A creature hit by the effect of this suit needs to pass a Constitution saving throw or be blinded until the end of its next turn.
Hearts: Cold Damage
This suit stands for love, emotions, imagination, subconscious and other feminine qualities. A creature hit by the effect of this suit needs to pass a Constitution saving throw or have its movement speed halved until the end of its next turn.
Clubs: Lightning Damage
This suit represents mind, speech and words. These are neutral qualities. A creature hit by the effect of this suit needs to pass a Constitution saving throw or be unable to take reactions and bonus actions until the end of its next turn.
Diamonds: Acid Damage
This suit signifies wealth and matter. A creature his by the effect of this suit needs to pass a Constitution saving throw or be poisoned until the end of its next turn.
Numbers
While the suit chooses the element of the blast, the number on the card tells the range and how much damage will be done.
2 Card
This card deals 1d6 + charisma modifier. You gain additional dice when you reach the following levels: 6th level 2d6 and at 14th 4d6.
3 Card
This card deals 1d8 + charisma modifier. You gain additional dice when you reach the following levels: 6th level 2d8 and at 14th 4d8.
4 Card
This card deals 1d10 + charisma modifier. You gain additional dice when you reach the following levels: 6th level 2d10 and at 14th 4d10.
5 Card
This card deals 1d6 + charisma modifier +1. You gain additional dice when you reach the following levels: 6th level 2d6 and at 14th 4d6.
6 Card
This card deals 1d8 + charisma modifier +1. You gain additional dice when you reach the following levels: 4th level 2d8 and at 14th 4d8
7 Card
This card deals 1d10 + charisma modifier +1. You gain additional dice when you reach the following levels: 6th level 2d10 and at 14th 4d10
8 Card
This card deals 1d6 + charisma modifier +2. You gain additional dice when you reach the following levels: 6th level 2d6 and at 14th 4d6.
9 Card
This card deals 1d8 + charisma modifier +2. You gain additional dice when you reach the following levels: 6th level 2d8 and at 14th 4d8.
10 Card
This card deals 1d10 + charisma modifier +2. You gain additional dice when you reach the following levels: 6th level 2d10 and 14th 4d10.
Jack Card
Draw another card; the Jack card empowers the new card, adding 1d4 damage and 1d4 for attack roll. There is no added effect for the suit of the Jack. The damage die increases at the following levels: 6th level d6 and at 12th level d10. This card does not stack with other face or Ace Card. If more then one face or ace card is drawn on the same turn the effect of the last face or ace draw is the effect the activates, So if a Jack is pulled and then a Queen only the effect of the Queen actives.
Queen Card
Draw another card; the Queen card increases the DC for your saving throw by 2 for the new card. If the drawn card is number 2,3 or 4 you gain advantage on the attack role instead. There is no added effect for the suit of the Queen. At 14th level, the DC for your saving throw increases by 1 again. This card does not stack with other face or Ace Card. If more then one face or ace card is drawn on the same turn the effect of the last face or ace draw is the effect the activates, So if a Jack is pulled and then a Queen only the effect of the Queen actives.
King Card
Draw another card; your cards gain area-of-effect from this card. The AOE size is 10 radius from where the card hits. If more then one face or ace card is drawn on the same turn the effect of the last face or ace draw is the effect the activates, So if a Jack is pulled and then a Queen only the effect of the Queen actives.
Ace Card
Draw another card; the Ace card ignores resistance and immunities, doubles the dice for that card, gains advantage on the attack role. There is no added effect for the suit of the Ace. This card does not stack with other face or Ace Card. If more then one face or ace card is drawn on the same turn the effect of the last face or ace draw is the effect the activates, So if a Jack is pulled and then a Queen only the effect of the Queen actives.
Joker Card
This card heals 1d12 + charisma modifier for a single target. Heal also Conditions like poison, paralysed, stunned etc.The healing increases at the following levels: 6th level 2d12, and at 14th level 4d12
Extra cards
At 6th level you gain the ability to draw two cards at once for a single card throw action and the attack range increases to 60 feet.
Imbued with magic
At 14th level on a long rest you can select one card number or face of your choice and a spell that is equal or lower than 4th level or a cantrip to replace the effect the card has, to activate this you must make a check using your spell modifier(charisma modifier).
or you can use the variant
Variant:At 14th level when you make an attack roll with a card you can sacrifice a spell slot or bardic inspiration. Instead of the normal damage all creatures in a 10 foot sphere radius must make a dexterity save or take damage equal to (charisma modifier)d12, the damage type is whatever suit the card is associated with.
Previous Versions
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2/23/2020 3:25:13 PM
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Coming Soon
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