Bard
Base Class: Bard

Bards walking the path of the College of Cartomancy are often those who deal with cards be it in gambling or divining one's fortune with a simple draw of their deck. Be it the fortune teller in the corner of the tavern giving predictions of events with tarot or the cheeky charismatic bastard at the gambling hall who seems to know their way around a good hand the Bards of the College of Cartomancy can often be found wherever the heart of the cards takes them. Often adherents to this college tend to travel place to place be it on their own volition or having been ran out of town from spending to much looking to bad fortunes or stealing fortunes from others after winning a couple rounds of poker, though wherever they may be they might be happy to help if the cards are in your favour.

Bonus Proficiencies

When you join the College of Cartomancy at 3rd level, you gain proficiency with playing card sets, Three-Dragon Ante set and Sleight of Hand.

Card Draw

When you join the College of Cartomancy at level 3, you learn to infuse your cards with your magic allowing you use to wield them as tools to help your allies in battle. You quickly a draw a card from your deck supplying it with magic at the start of initiative. When drawn the card can be one of four suits determined by a roll of a d4, the card hovers around you until you play the card using a bonus action. You may draw additional cards from your deck by expending a bardic die using a bonus action, you may only have three cards drawn at any given point. The cards expire after one minute if they are not used up; you may also discard a card with no action required. A creature may only have the effects of one card at a time.

When rolling a 1d4 the number determines the suit: 1- Ewer, 2 - Spear, 3- Bole or 4 - Balance. The effects of the suits are as listed below when played.

Ewer: When played, you select one willing creature you can see within 30 feet of you and expend the magic of the drawn card to give them a boost in their magic. Until the end of their next turn, whenever the creature casts a spell that would target another creature and force it to make a saving throw, they may expend the card's power to increase the Spell Save DC equal to half of your proficiency modifier rounded down.

Spear: When played, you select one willing creature you can see within 30 feet of you and expend the magic of the drawn card to give a boost in their accuracy. Until the end of their next turn their critical hit range for attack rolls increases by a number equal to half your proficiency modifier rounded down. The effects of The Spear can only be triggered once per turn.

Bole: When played, you select one willing creature you can see within 30 feet of you and expend the magic of the drawn card to give a boost in their defenses. Until the end of their next turn their Armour Class is boosted by a number equal to half of your proficiency modifier rounded down.

Balance:  When played, you select one willing creature you can see within 30 feet of you and expend the magic of the drawn card to give them a boost in their strength. Until the end of their next turn, whenever the creature makes an attack roll and hits another creature, they may add a number of d6 equal to half of your proficiency modifier rounded down to the damage roll. The effects of The Balance can only be triggered once per turn.

Enhanced Suits

Starting at 6th level, when you have a card drawn by Card Draw Feature you may sacrifice a drawn card with no action required once per turn to enhance the next card played. The type of enhancement is determined by card suit, a card played may only have one enhancement at a time. You may only hold onto one Enchanted Suit a time and they last until the end of your next turn afterwards they disappear.

Ewer: When sacrificed, the next card played has its ranged enhanced, when played you may the range of the card is boosted by a number equal to your proficiency modifier multiplied by 10.

Spear: When sacrificed, the next card played has its effects enhanced, when a played the card's effects uses your full proficiency modifier instead of half

Bole: When sacrificed, the next card played has its duration enhanced, rather than lasting until the end of their next turn, its effects last a number of turns equal to your proficiency modifier.

Balance: When sacrificed, the next card played is made into an area of effect, you may select a point you can see within 30 feet of you and select a number of creatures up to you proficiency modifier to give the effects of a played card.

Sleeve Draw

Starting at 6th level, at the start of initiative, you quickly draw two cards from your deck using your Card Draw feature without expending a bardic inspiration die for the cards drawn.

Heart of the Cards

Starting at 14th level, you and your deck of cards become as one as your magic becomes intrinsically connected with one another. As an action you can enhance your entire deck for one minute, with your enhanced deck whenever you use your Card Draw feature it no longer requires the use of a bardic inspiration die and you may hold up six cards rather than three at a time.

Once you use this feature, you can’t use it again until you finish a long rest.

Previous Versions

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6/4/2024 2:50:16 AM
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