Bard
Base Class: Bard

Bards from the College of Cards are gamblers by nature. They crave the thrill of the unknown.
even more so when the stakes are high. Bards from this college will often travel from city to city, entertaining small groups with card tricks or, more often than not, taking their money at the game table.
Because of this, members from this college are often untrusted by people from all walks of society. They tend to be renegades who work on their own, but it's not unheard of for
a member of the College of Cards to seek out others to help them achieve their ends.

Arcane Deck

ARCANE DECK
2-10: Deal damage equal to the number on the card + you Charisma Modifier.
Jack: Deal damage equal to your Charisma Modifier, and the target must succeed on a Strength saving throw or fall prone.
Queen: Deal damage equal to your Charisma Modifier, and the target must succeed on a Charisma saving throw or be Charmed for 1 round.
King: Deal damage equal to your Charisma Modifier, and cast Command on the target without expending a Spell slot
Ace: Deal damage equal to your Charisma Modifier, and immediately draw a random card from your deck and throw it at the same target
Joker: Roll on the Wild Magic table to determine the effect. If you roll a 99 or 00, you regain all expended uses of Bardic Inspiration
Damage Type by Suit:
Clubs: Bludgeoning Damage
Spades: Piercing Damage
Hearts: Force Damage
Diamonds: Slashing Damage

Card Sharks Hand

As an Bonus Action, you can expend one use of your Bardic Inspiration to draw a number of cards from your Deck into your Hand. The number of cards that you draw equals the number you roll on your Bardic Inspiration die. You are considered to be holding these cards in one hand
You may use an Action to infuse one of these cards with arcane energy and make a ranged spell attack with it (range 20/60ft.) If you hit, the target suffers an effect according to the face of the card as per the Arcane Deck table. The damage type is determined by the card's suit, and is considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Once you use a card it fades from the Material Plane, and you move it into your Discard Pile. You may also discard any number of cards at any time, but you can only draw a new card into your hand if your hand is already empty. At the end of a long rest you may perform a ceremony that reshuffles your deck and replenishes it with all of the cards from your Discard Pile.

Dealers Gambit

At 6th level if you use your Action to throw a card from your hand you may use a Bonus Action to throw a random card directly from your Deck. Without looking at the card, make a ranged spell attack against a creature within range. If you hit. turn over the card and determine the effects based on the Arcane Deck Table. Whether you hit or miss, move the card to the Discard Pile. In order to use this feature you must either have a free hand or be holding nothing other than cards in one hand, however it is not considered drawing a new card to your hand

Nothing Up My Sleeve

At 14th level you become a master of manipulating cards. You have advantage on any Sleight of Hand check made to manipulate your cards.
Additionally, when you use Bardic Inspiration to draw a new hand, the minimum number of cards you can draw is two. After looking at the cards you can choose to immediately discard all of them and draw a new hand. You can only redraw cards once in this way before you must expend another use of Bardic Inspiration to draw a new hand

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