Bard
Base Class: Bard

A College of Gambling Bard is a type of person who enjoys to put their life on the line in the ultimate gambit. These particular magic users imbue the playing cards most normal people would use to gamble with magical power, and gain certain effects based on their draw.

Due to the volatile nature of their magic, others see them as brash fools, just waiting to bring about some unforeseen cataclysm. These Bards take the lack of faith in their prowess as an insult, labelling those who would critique them as unambitious and dull.

Bonus Proficiencies

When you join the College of Gambling at 3rd level, you gain proficiency with Playing cards set and the Sleight of Hand skill.

If you can use the Playing card set as a spellcasting focus for your bard spells.

Quickdraw

At 3rd level, you gain the ability to throw 1 card as your attack action. Increasing to 2 cards at 5th level, 3 at 11th, and 4 at 17th.

A card deals 1d4 + Dexterity modifier force damage, has a range of 60/120ft, and has the light & thrown properties.

Joker's Gambit

At 3rd level, after you hit a target with a Quickdraw Card attack,  you can use a bonus action to expend one of your Bardic Inspirations and add the number rolled to the damage of the card.

Each suit does something different. When you roll the 1d4 for dmg, it decides the card type:

  1. Spade - Target must make a Constitution saving throw against your Spellsave DC or be stunned until end of your next turn.
  2. Heart - Creatures within 10ft radius of the target must make a Dexterity saving throw against your Spellsave DC or take dmg equal to 1 roll of your bardic inspiration die, and have their movement slowed by 10ft until the end of their next turn.
  3. Club - Target must make a Strength saving throw against your Spellsave DC or be restrained until the end of your next turn.
  4. Diamond - Target must make a Intelligence saving throw against your Spellsave DC or use their reaction to make an attack against a creature of your choice within range. If no creatures are within range, then the attack fails.

Luck of the Draw

Starting at 6th level, once per turn, when you choose to take the attack action with your Quickdraw Cards on your turn, you must make a Sleight of hand check at the beginning of your turn.

You can throw an additional number of cards per turn equal to your Sleight of Hand check / 10 rounded down (minimum of 1). Additionally, extra attack feature from other classes only allows one additional card to be thrown.

King's Gambit

Starting at 14th level, the first Quickdraw Card to hit a creature on your turn will deal an additional d6 damage and do a Gambit effect based on the card rolled without needing to expend a Bardic Inspiration.

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