Base Class: Bard
Bards of this college are gamblers and tricksters. They enjoy taking risks and living life to its fullest. They usually never stick to one plan, and constantly adapt and change on the fly, as their schemes constantly get themselves in and out of trouble.
Deck of Inspiration
When you join the College of Cards at 3rd level, you gain access to the magic of the Deck of Inspiration. You can use an action to expend one use of your bardic inspiration and draw a card from your Deck of Inspiration. When you do so, roll [roll]1d12[/roll] and use the corresponding result on the Deck of Inspiration table. Each card type can only be drawn up to a maximum of 4 times. Whenever you draw a card of a type that you've drawn previously, roll [roll]1d6[/roll]. On a 1-2 you draw the card type of the number you rolled on the d12. On a 3-4, you draw an Ace instead. On a 5-6 you instead draw a Joker. Once you have drawn all Aces or Jokers the results of the d6 change in the following ways. On a 1-3 you draw the intended card type. On a 5-6 you draw either a Joker or and Ace depending on which ones you can still draw. Once you have drawn all Aces and Jokers, you no longer roll this d6. You can draw up to a maximum of 2 Jokers, and all cards are refreshed when you finish a long rest.
Ace: You regain [roll]1d4[/roll] times [roll]1d12[/roll] hit points.
1 - Two: One creature of your choice that you can see gains advantage on the next ability check they make if it's within an hour.
2 - Three: One creature of your choice that you can see gains advantage on the next saving throw they make if it's within 10 minutes.
3 - Four: One creature of your choice that you can see gains advantage on the next attack roll they make if it's within 1 minute.
4 - Five: Target one creature that you can see, other than yourself, within 60 ft. of you. That creature gains a bonus to all attack rolls and ability checks it makes for the next minute. This bonus equals your Charisma modifier.
5 - Six: Target 1 creature that you can see within 60 ft. of you. If no such creature exists, the card is wasted. The targeted creature must succeed on a Wisdom saving throw or have your Charisma modifier subtracted from all attack rolls and ability checks it makes for the next minute.
6 - Seven: A creature that you can see within 60 ft. of you gains temporary hit points equal to your bard level + your Charisma modifier.
7 - Eight: Roll a d3 and target a creature within 30 ft. of you that you can see. That creature must succeed a Constitution saving throw or suffer a condition for 1 minute based on what you rolled. 1 is blinded. 2 is deafened. 3 is poisoned. At the end of an affected creature's turn, it can remake the save, ending the affect on a success.
8 - Nine: You regain your lowest level expended spell slot.
9 - Ten: You regain a number of uses of your bardic inspiration equal to the number of times you have drawn this card +1. This counter resets when you finish a long rest.
10 - Jack: Each creature of your choice within 30 ft. of you that you can see regains a number of hit points equal to your Charisma modifier + your proficiency bonus.
11 - Queen: You give bardic inspiration to one creature within 120 ft. of you that can see or hear you. That creature, in addition to being able to use it normally, can either add it to a damage roll it makes, or subtract it from an enemy's attack roll against it.
12 - King: The next bardic inspiration that you give has its die sized increased by 1. Additionally, if the holder of that special bardic inspiration uses it on an attack roll, they can choose to either add or subtract the number rolled from their original total. If the new total equals exactly 20, the attack is treaded as a critical hit.
Joker: You expend an additional use of bardic inspiration, and take damage equal to the number rolled. Additionally, you are stunned for a number of rounds equal to the number rolled. At the end of each of your following turns, you can make a Constitution saving throw against your own spell save DC. On a success, the stun ends early.
Pair
At 3rd level, you can gain bonuses from drawing cards. If 2 of the last 5 cards you have drawn are of the same type, you gain a +2 bonus to your AC and saving throws for 1 minute.
Full House
At 6th level, you gain further power from your Deck of Inspiration. When the last 5 cards you have drawn are 2 of one type of card and 3 of another, you gain a +2 bonus to your attack rolls and spell save DC for 1 minute.
Royal Flush
At 14th level, you gain even more power when the cards are in your favor. When the last 5 cards you have drawn are a 9, a 10, a Jack, a Queen, and a King, you gain an additional action for 1 minute. You can only use this action to give out bardic inspiration, take the dodge action, or take the disengage action. When you use this action to give out a bardic inspiration, you can instead use a d8 instead of your normal die. Giving out bardic inspiration in this way does not consume a use of bardic inspiration.
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