Bard
Base Class: Bard

“... He walked forwards and splayed out an array of cards, turning his head away as he did. The bandit, certainly confused but also amused, went along with it and selected a card at random—a mistake that would result in his fiery fate.”

 A good magician never reveals their tricks—not until the last moment, when a foe gets a bit too close for comfort. Hiding a fireball under a charming personality and an overcompensating top hat, Stage Magicians are masters of misdirection. They fling magically-propelled cards at enemies and manipulate their own luck, using that in combination with their cunning to their advantage.

Facade masters and charming performers who weave magic into their acts, dazzling an audience with impossible card tricks, are called Stage Magicians. They aren't necessarily deceivers, as their magic is indeed real, but it often leaves onlookers in awe. By making mundane cards into catalysts for powerful magic, they turn harmless card tricks into the most volatile and violent of magical spells. Smoke and mirrors isn't all there is to it—for where there is smoke, there is fire. 

Level 3: The Deck

Beginning when you select this subclass at 3rd level, you can make mundane cards into powerful arcane catalysts. You receive the following benefits.

You use playing cards as your spellcasting focus.

You make Dexterity (Sleight of Hand) skill checks in place of spell attack rolls.

You can throw cards. At 3rd level, cards deal 1d4 Piercing damage, are finesse weapons, and have a thrown range of 20/40.

Additionally, you become proficient with playing cards if you weren't proficient with them already. Your thrown cards grow in power as you become more adept with them. At 6th, 9th, 12th, and 15th levels, your thrown cards become stronger as shown below.

At 6th level, your cards deal 1d6 Piercing damage and have a thrown range of 30/60.

At 9th level, your cards deal 1d8 Piercing damage and have a thrown range of 60/120.

At 12th level, your cards deal 2d8 Piercing damage that ignores resistances and have a thrown range of 80/160.

At 15th level, your cards deal 2d12 Piercing damage that ignores resistances and have a thrown range of 120/240.

Level 3: Pick a Card

Starting at 3rd level, your stage presence and mastery over the cards allows you to harness power that other casters could only imagine. This power is represented by Stage Points. You receive a number of Stage Points equal to your proficiency modifier. Completing a long rest restores all Stage Points.

You can expend Stage Points to empower your thrown cards. Doing so allows you to effectively cast a projectile spell without expending a spell slot. The maximum spell level you can cast through a thrown card is equal to half your proficiency bonus (minimum 1).

Level 6: Fortune

Beginning at 6th level, after completing a long rest, roll a d20, then roll a d4 to determine the card suit.

On a 10 or higher, you receive a Bolstering effect depending on the card suit.

On a 9 or lower, you receive an Avoidant effect depending on the card suit. 

See below for the possible combinations of card suits and effects.

Spades

Bolstering Effect: You may force a single creature to reroll a saving throw prompted by a spell cast by you. You cannot use this feature again until you complete a long rest.

Avoidant Effect: You may reroll a failed saving throw. You cannot use this feature again until you complete a long rest.

Clubs

Bolstering Effect: You can choose one damage type to be resistant to. You lose this damage resistance after completing a long rest.

Avoidant Effect: When you deal damage to a creature that has resistance to that damage type, you may deal double the damage to them as if they were Vulnerable to that damage type instead. You cannot use this feature again until you complete a long rest.

Hearts

Bolstering Effect: Your maximum hit points increases by an amount equal to 1d6 + your Charisma modifier. You lose this increase to your maximum hit points after completing a long rest.

Avoidant Effect: When you would take slashing, piercing, or bludgeoning damage, you may halve the damage taken as a Reaction and then receive temporary hit points equal to 1d6 + your Charisma modifier. You cannot use this feature again until you complete a long rest.

Diamonds

Bolstering Effect: When you would find a random number of silver or gold pieces in a dragon's hoard, treasure chest, body of a long-dead adventurer, or any other source as determined by the DM, you receive an additional number of gold or silver pieces equal to your proficiency modifier + 1d6.

Avoidant Effect: When you would fail a Wisdom (Perception) check or Intelligence (Investigation) check, you may instead choose to succeed. You cannot use this feature again until you complete a long rest.

Level 6: Mulligan

At 6th level, when you roll a d20 Test with Disadvantage, you may reroll with Advantage after the roll but before the results of said roll are revealed. Once this feature is used, you cannot use it again until you complete a short rest.

Level 14: Cut the Act

At 14th level, when a creature Charmed by you realizes they have been Charmed, they must succeed on an Intelligence saving throw, taking 6d6 Psychic damage on a failed save or half as much on a successful save. Additionally, on a failed save, the creature becomes slower—both physically and mentally—for 1 minute. During this time of lethargy, it subtracts 1d6 from all D20 Tests. It may attempt another Intelligence saving throw at the end of each of its turns.

Stage Magician Image

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