Base Class: Bard
Among all other kinds of street performers, there are those who utilize deceptively simple "magic" tricks to awe a crowd. Sometimes these tricks are nothing more than sleight of hand and clever twists of perception. For you, the magic is very real, and your cards allow you to channel your magic through them.
Level 3: Bonus Proficiency
When you choose this subclass at 3rd level, you gain proficiency in playing cards and one other gaming set of your choice.
Additionally, you are adept at capturing the attention of a crowd with a flashy show your card skills. You have advantage on Charisma skill checks to convince a crowd to pay attention to your card tricks, and that your tricks are indeed magical.
Level 3: Magician's Deck
At 3rd level, you gain access to a magical deck of cards. These cards are not easily bent or damaged, but if they are destroyed, you can replace the deck over the period of 1 day by spending 10 gp. The deck has 54 cards, and you can use the cards in one of two ways.
First, you can use the cards as a ranged spell attack with a range of 20 feet. Each card deals 1d4 plus your Charisma modifier points of slashing damage. After you've thrown a card, it flies back to the bottom of your deck.
Otherwise, you can use your Action to draw a card from the deck, gaining a special effect based on which card was drawn. You can only draw a card this way a number of times equal to your proficiency bonus per long rest.
Heart. When you draw a heart card, you can hold it in reserve for up to 1 minute. The next time within that minute that a creature expends one of your bardic inspiration die, it gains temporary hit points equal to the card's bonus.
Diamond. Add your card's bonus to the damage of the next card throw, spell, or weapon attack you make which hits.
Spade. Target a number of creatures you can see within 30 feet of you up to the card's bonus. If those creatures fail a Dexterity saving throw, their movement speed is halved until the end of your next turn.
Club. When you draw a club card, you can hold it in reserve for up to 1 minute. The next time you cast a spell with a level equal to or lower than the card's bonus that targets a single creature, you can target up to three total creatures, all of which must be your allies.
Joker. If you have any uses of bardic inspiration expended, you regain 1 use.
| Card | Bonus |
|---|---|
| 1-7 | +2 |
| 8-10 | +3 |
| Jack, Queen, King | +4 |
| Ace | +5 |
Level 6: Show Hand
Upon reaching 6th level, when use your cards to attack, you can put up to two cards in your hand at once. When you take the Attack action, you can throw both the cards at once, but must target a different creature with each card.
You can also throw a single card as a bonus action if you use your Action to do anything other than make a card throw attack, such as Dash or cast a spell.
Level 6: Stacked Deck
At 6th level, each time you draw a card from your deck, you can draw two cards and choose which one to use.
Level 14: See the River
At 14th level, once per day, you can use your Action to create five special cards that float around you. The cards remain until they are destroyed. While they are in effect, you can use the cards to shield yourself, destroying them, but lowering the damage you take from an attack or spell by 1d12. You can also use your bonus action to move a card from yourself to ally within 60 feet of you.







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