Cleric
Base Class: Cleric

You believe in making your own luck, rather than any God. You use your wit to manipulate your cards, allowing you to do the unthinkable. (WIP)

Deadly Deck

Starting at 1rst level, you gain proficiency in playing cards and throwing ranged attacks. 

You gain a magic deck of cards that are never-ending, and whose card art can take the appearance of whatever you wish at the time. These cards are soul bound to you. When thrown, the cards deal 1d6 slashing magic damage with the range of 30ft/80ft.

In addition, you can also use your action to cast one of these abilities at the start of your turn, before any other actions or movement. You must wait 1 Long Rest to use this ability again.

All In: You and a target of your choice take magic damage equal to your max hitpoints. All creatures put unconscious by this effect are stabilized at 0 hit points.

Bluff:  A target of your choice has to make a WIS save contested by your CHA check. If failed, they take 1/2 of your max hp in magic damage, you take that damage instead if they save. You can only use this ability if below half health.

Fold:  You can only move until the end of your next turn. All attacks have disadvantage against you until your next turn, and opportunity attacks can't be made against you until the start your next turn. You can also expend 1 hit dice to heal yourself when you do this.

Call: You pick a target. Until the start of your next turn, that creature has advantage on all attack actions made and bonus 2 to their AC. You cannot take anymore actions, including movement, until the start of your next turn.

Test of Fates

Starting when you choose this domain at 1st level, you can use your action to touch a willing creature other than yourself and have them draw a card. They pick a skill before they roll, and then roll 1d4 for one of the following effects.

1) Disadvantage on checks of chosen skill.

2) Advantage on checks of chosen skill.

3) Skill bonuses are halved (doubled if negative).

4) Skill bonuses are doubled (halved if negative).

Channel Divinity: The Joker

Starting at 2nd level, you can use your Channel Divinity to Bind two persons/creatures together.

 

As a Bonus Action, you give a willing creature a Joker Card, if unwilling, they must make a WIS save against your spell save DC. It takes an action to remove it from them. If they save, the card is destroyed and can only be renewed during a long rest. You can also force destroy the card as an Action.

Joker Card: You are now linked with another creature. If you take damage, they take an equal amount of the same kind of damage. Same things are applied with healing, curse, ect. You two now also have a telepathic link, allowing you to confer at any distance, stopping at any planar boundaries. You can also look through the senses of the card holder as if they were a familiar, though they can deny this by making a WIS save against your spell save DC. If the card holder is willing, you are also allowed to teleport to their location once per long rest. If they are unwilling, they must make a WIS save with advantage to deny your teleport.

You can also treat the card as a normal item, though you must be within 100 feet in order to teleport to it.

 

Channel Divinity: House of Cards

Starting at 6th level, you can use your Channel Divinity to vanish.

As an action, you and up to one willing creature  within five feet travel to the ethereal plane. This last for an hour duration, under the condition that you and your companion do not move from that spot, any attempts to move will cancel the spell.

Lucky Draw

At 8th level, you gain the ability to enhance your attacks. Once per turn, you can roll 1d100 after an attack roll, but before you know its effects. If you roll equal to or less than double your cleric level, that attacks total damage is doubled (mods included here).

Devil's Deck

At 17th level, your Deadly Deck has now evolved as you have cheated death many a times with it. New abilities are now:

All In: You and a target of your choice take magic damage equal to your max hitpoints. All creatures put unconscious by this effect are stabilized at 0 hit points. Damage done to you through this is now halved, and damage to your target is now doubled.

Bluff:  A target of your choice has to make a WIS save contested by your CHA check. If failed, they take 1/2 of your max hp in magic damage, and you heal for half of that amount. On a save, you take half of that damage, and they go unaffected. You can only use this ability if below half health. 

Fold:  You can only move until the end of your next turn. All attacks have disadvantage against you until your next turn, and opportunity attacks can't be made against you until the start your next turn. You can also expend as many hit dice as you choose to heal yourself when you do this.

Call: You pick a target. Until the start of your next turn, that creature has advantage on all attack actions made and bonus 2 to their AC. You cannot take anymore actions, including movement, until the start of your next turn. You can expend any amount of hit dice to heal the target.

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