Your love for card games has manifested itself in a form of a mystical understanding of what the cards are actually saying
Proficiency in Card games: You are proficient in card games
Card Tricks - You are proficient in sleight of hand when trying to do a card trick (follow the card, disappearing card, card up the sleeve etc). If you already have proficient in sleight of hand, this increases to expertise for card tricks only
Daily draw. You perceive a warning of an event for the coming day by drawing a card from the deck. At the end of a long rest draw one playing card from the deck. During combat, you can use the effect of the card. If the card is a Spade, Club or Diamond you can reduce the damage to piecing, bludgeoning or slashing damage respectively up to and in parts, the number on the card. If it is a Heart, you can add temporary hit points equal to the number on the card. (In both cases treat face cards as 10) If it is the Joker, you gain one luck point as per the Lucky feat. Only one card per day, and last till your next long rest. The card is not consumed and is replaced with the deck for future use. 1
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Optional features. This is an evolving feat where the longer you have it on your character, the more options open up. With your DMs approval.
After having this feat for 3 (three) levels, and every 3 (three) levels thereafter, the feat improves as you develop your skills and connection with the cards.
At +3 levels: Throwing cards. You are proficient at throwing playing cards as a weapon. Range 10-20 ft, damage, 1d4 slash damage. Thrown, finesse.2
At +6 levels: 52 pick up. As a reaction to an attack within 5 feet, you can throw your cards into the face of the attack. resulting in them being blinded until the end of your next turn. This consumes the entire deck and can not be used again until the cards are retrieved, or a new deck is acquired. A min of 30 cards in the deck is required for the use of this skill.
At +9 levels: Fortune Telling. By using playing cards like Tarot cards, you can have a deeper insight into future events. After studying a spread for 10 min, you can see of the actions to be taken is positive or negative. This is the Augury spell cast as a Ritual.3
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Creators notes. Players are encouraged to use a pack of really life cards as proper for the character. While throwing cards at other players is not table safe, having them draw their one card a day, or actually lay out a fortune-telling spread would enhance the immersion into the character. (random list from 3-30 can be created for a three-card spread. Just add up the card numbers. ) Or even replace the Die 20 with a draw from a shuffled deck of 20 cards (1-10 red = 1-10 dice roll, 1-10 black= 11-20 dice roll. )
1) the idea is that information provided you with enough insight to allow you to avoid damage by dodging, parry, rolling. By strengthening your resolve or just being a hyper-awareness that something is going to happen.
2) This is more of a combat utility skill. being able to throw a card to knock over a glass, snuff out a candle, deliver poison, kill a mouse etc)
3) Because this can only be done as a ritual there is no limit to how many times a day it can be cast. however, if you take 10 min to decide if you should turn left or right, your party is going to decide for you :)
Previous Versions
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4/8/2023 1:59:36 PM
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Coming Soon
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