Cleric
Base Class: Cleric

 

Oracle of the Deck:
When the player chooses this subclass, they immediately build a deck of 10 cards of their choice.
They may rebuild the deck during any long rest.

Card Capabilities:
When a player has a card in their hand, it can be used as an action, utilized as a passive, or saved for a reaction.
Using a card's action consumes a spell slot, with the action scaling to that level (if possible)
You can have a number of cards in your hand equal to your Proficiency Bonus
At the start of the player's turn, they may choose to shuffle the remaining cards in their hand back into the deck and draw a new set of cards.
If cards are utilized outside of combat, their effects last for an hour.

Channel Divinity: Shuffle
Starting at 2nd level, you can expend one use of your Channel Divinity as a bonus action to shuffle your hand back into your deck and draw again.

Channel Divinity: Precision Readings
Starting at 6th level, when you use a card's action, passive, or reaction, you can expend one use of your Channel Divinity as a bonus action to enhance the power of a card by doubling its ability. If there is no clear way to do this, such as doubling the dice rolls, or doubling the bonus, the way in which to double the power of the card is up to the DM.

Divine Fatereading
At 8th level, each long rest you can choose to change the size of your deck of cards from 10 to any number by a maximum variation of 2.

Transcendant Fateweaving
At 17th level, each long rest you can choose to change the size of your deck of cards from 10 to any number by a maximum variation of 4.

 


 

Deck List

Card Name Active Proficiency Passive Reaction                                          
Monk's Ki Flurry of Blows +1 blow per level Acrobatics Focused Aim: if you miss with an attack, roll 1d6, add that score to the attack roll Deflect Missiles: use health as ki points                                          
Wizard's Arcana Magic Missile Arcana If a spell misses, roll 1d6, add that score to the attack roll Counterspell                                          
Sorcerer's Metamagic Firebolt Arcana When you cast a spell, you may choose to apply a metamagic to the spell, using health as sorcery points Add proficiency bonus to AC                                          
Artificer's Ingenuity Experimental Elixir Medicine Walkspeed increased by 5 Absorb Elements                                          
Fighter's Valor Extra Attack Athletics When you roll a 1 or 2 on a melee damage attack, reroll and use new roll Fighter: Protection:                                          
Warlock's Pact Eldritch Blast Deception Lifedrinker: add necrotic damage equal to Cha on attack Shield                                          
Barbarian's Fury Rage Intimidation Danger Sense Parry: On being hit by melee attack, roll d20 + str, if higher than attacker's roll, they take half damage and you take none                                          
Druid's Wildshape Guiding Bolt Nature nonmagical difficult terrain requires no extra movement add 1d4 times proficiency bonus as temp health                                          
Ranger's Mark Hunter's Mark Perception Favored Foe Quick Shot: Deal 1d4 times proficiency bonus to an attacker                                          
Bard's Inspiration Bardic Inspiration Performance Add proficiency bonus to a saving throw Countercharm (as a reaction tho)                                          
Paladin's Smite Divine Smite Religion Divine Sense Aid                                          
Cleric's Blessing Cure Wounds Religion Any healing done by player may add their proficency bonus When ally takes damage, heal them by 1d4 times proficiency bonus                                          
Rogue's Cunning Steady Aim Stealth Climbing doesnt cost extra movement Uncanny Dodge                                          
Bloodhunter's Curse Blood Curse of binding Survival Increase AC by 1 Blood Curse of the fallen puppet                                          

Domain Spells

1st-level Order Domain feature

You gain domain spells at the cleric levels listed in the Order Domain Spells table. See the Divine Domain class feature in the Player’s Handbook for how domain spells work.

Order Domain Spells

Cleric Level Spells
1st command, heroism
3rd hold person, zone of truth
5th mass healing word, slow
7th compulsion, locate creature
9th commune, dominate person

Channel Divinity: Shuffle

2nd-level Oracle Domain feature

You can use your Channel Divinity to reshuffle your hand, letting you redefine your fate

As a bonus action, you shuffle your hand back into your deck, and redraw your hand. This can be done before or after you play a card's action or utilize its passive.

Channel Divinity: Precision Readings

Channel Divinity: Precision Readings
6th-Level Oracle Domain feature

When you use a card's action, passive, or reaction, you can expend one use of your Channel Divinity as a bonus action to enhance the power of a card by doubling its ability. If there is no clear way to do this, such as doubling the dice rolls, or doubling the bonus, the way in which to double the power of the card is up to the DM.

Divine Fatereading

Divine Fatereading
8-th Level Oracle Domain

Each long rest you can choose to change the size of your deck of cards from 10 to any number by a maximum variation of 2. This allows your deck to be 8, 9, 10, 11, or 12 cards if you so choose

 

Transcendant Fateweaving

Transcendant Fateweaving
17th Level Oracle Domain
Each long rest you can choose to change the size of your deck of cards from 10 to any number by a maximum variation of 4. Such that the deck can contain 6, 7, 8, 9, 10, 11, 12, 13, or 14 cards.

 

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