Bard
Base Class: Bard

Gamblers twist fate to their own needs and make their destiny what they want it to be. A bard who walks the path of a gambler isn't content with the life they've been given and aim to make it how they want it to be.

Card Master

You are able to turn playing cards into deadly weapons and are proficient with them. You gain the weapon Deadly Cards and the spell Wild Card, both listed below.

Deadly Cards Crafted 10g (5) 1d8 piercing 2 lb. (20/60)

Wild Card

Evocation Cantrip

Casting Time: 1 action

Range: 60 feet

Components: V, M (a playing card)

Duration: Instantaneous

You manifest a playing card made of arcane energy and hurl it toward a creature in range. Make a ranged spell attack against the target. On a hit, it takes 1d8 damage. If the hit is a critical hit, the creature takes an additional 1d8 damage. Each time you case this spell you choose whether it deal cold, fire, or lightning damage, but you cannot choose the same damage type twice in a row

The spell's base damage increases to 2d8 at 5th level, 3d8 at 11th level, and 4d8 at 17th level.

Gambler's Hand

Starting at 3rd level, as a bonus action, you can infuse the throwing cards with the following attributes: Explosion, Ricochet, Flurry, Sharpened, Ice. You cannot choose the same infusion twice in a row.

Playing Fate

At 6th level, as an action, you may choose a creature you can see within 15 feet. That creature must succeed a CHA saving throw. If failed, you and the creature must spend the turn playing a rigged game of cards. Both you and the creature must make a charisma check. The creature with the lower roll must take 4d6 psychic damage. You may roll 1 bardic inspiration die and add it to your check.

Deck of Minor Inconveniences

Starting at 14th level, you have studied the infamous Deck of Many Things and created your own version of it. Before making an attack, you may use your reaction to draw a card from your Deck of Minor Inconveniences. In order to select a card roll 1d6.

Results: 

1-The creature you target with an attack this turn gains a -2 to their armor class

2-One creature you target this turn with an attack become blinded if hit by the attack

3-The next creature you hit with an attack is knocked prone

4-When rolling for damage on a creature this turn, you may add an additional 1d8 to your damage roll

5-The next creature hit by your attack is poisoned and takes 1d6 poison damage for 3 turns.

6-The next creature hit by your attack gains the petrified condition

Previous Versions

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3/17/2021 5:04:54 PM
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