Base Class: Bard
Warning: This subclass is in early stages of development, and all of this is subject to change. I am open to feedback whether it be positive or negative, but keep in mind that this subclass will change, possibly very heavily.
College of cards is a college that uses cards in order to draw their crowds, and practice their magic. Some are gamblers, some are fortune tellers, but they all use their magic in order to change their luck and manipulate their chances into something fantastic. Some use this magic to become charlatans or tricksters, but many use their skills to calm the tension between people or bring fortune to those that lack hope. Cards are a crucial part of their act, and they are able to infuse magical properties into a deck, and then use that magic to bring weal to their allies, but woe to their enemies.
Bonus Proficiencies
When you join this college at level 3, you gain proficiency with the set of playing cards as well as sleight of hand. If you are already proficient with either of these, you may pick a different tool or skill respectively. You may also use a deck of playing cards or tarot cards as a spell casting focus.
Pick a Card
At 3rd level when you join this college, you gain the ability to manipulate your cards and infuse them with magic. As a bonus action on your turn, you can expend a bardic inspiration die and draw from a deck. You can only do so if both of your hands are free and you currently have the deck equipped. You draw a number of cards equal to the total you roll on one of your bardic inspiration die. As an action on your turn, you can throw one of these cards at a creature in range. The range of these cards is 80ft. Make a ranged spell attack. When you throw this card, you decide its effect. The card either deals 1d4 + Your charisma modifier force damage to the target, or the card heals the target for 1d4 hit points. If you decide to use the healing effect of the cards, you do not have to make the attack roll. The cards return to you, undamaged, after they impact, even if they miss. When you reach 6th level in the bard class, you may throw two cards with a single action. Additionally at 6th level, the damage and healing for your cards becomes 2d4.
Trick Up Your Sleeve
Once you reach level 6 in this class, you learn to manipulate and cheat luck. As a reaction you can take at any moment, you are able to draw a card from a hidden and easily accessed position. When you do this, you cast a cantrip or a spell of 1st level that you know, expending the spell slot if you use a spell. If this spell or cantrip includes an attack roll, you may expend a bardic inspiration die and add that to the attack roll. Once per long rest.
Deck of Possibilities
At 14th level, you learn to use your cards for many things. As an action on your turn, you can turn one of your cards into an item. This item cannot be magical, and its total gold value cannot be greater than 20 + Double your bard level. The card remains in this form for 24 hours, or until you dismiss it for no action. When the duration ends or you dismiss the effect, the item turns back into a card and reappears in your hand. When the card first enters the form you have decided, you must concentrate on the card for an hour as if you were concentrating on a spell. If concentration is broken then the item turns back into a card. If concentration is not broken for an hour, then the item becomes completely physical, and you no longer need to concentrate on the item. You can only do this once per long rest, whether you successfully concentrate on the card for an hour or not.
Previous Versions
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6/12/2019 1:04:33 PM
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8/29/2020 2:05:33 PM
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8/29/2020 2:06:01 PM
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