Base Class: Bard
Bards have always had a knack with anything involving gambling. Well, one day a particular bard, that goes by the name Tuck Littlefeet, found himself in a spot of trouble after he had been discovered cheating at the local cardhall. All he had on him after he had run from the bruisers at the cardhall was a deck of playing cards. As the bruisers neared he began to throw the cards at the bruisers in desperation. Somehow he managed to magically charge one and fell a bruiser. The other bruisers ran, deciding that it was not worth their lives to please their boss. From that day on Tuck Littlefeet has been honing the craft of magically imbuing cards and teaching others how to do the same.
Card Expertise
At 3rd level, you have learned the fundamentals of using painted pieces of paper, known as playing cards to do damage to your foes. You gain proficiency with playing cards, the caligraphers supplies, and improvised weapons.
Card Storm
At 3rd level, you magically charge cards inflicting an additional 1d4 damage per turn. Useable a number of times equal to your Charisma modifier per short rest.
Runed Card
At 3rd level you can choose to add additional effects to a card thrown.
Tempest Card
At 3rd level, this rune deals 1d4 thunder damage to all enemies within 5ft of the target on a successful hit. At 6th level, this rune deals 1d6 thunder damage on a successful hit. At 14th level, this rune does 1d8 thunder damage on a successful hit.
Trickery Card
At 3rd level, this rune deals 1d4 thunder damage and stuns the target till the end of its next turn on a successful hit. At 6th level, this rune deals 1d6 thunder damage and stuns the target till the end of its next turn on a successful hit. At 14th level, this rune deals 1d8 thunder damage and stuns the target till the end of its next turn on a successful hit.
Lethal Cards
At 3rd level your playing cards deal 1d2 damage. This damage increases to 1d4 at 6th level and again at 9th level to 1d6. At 12th level you gain the ability to add your Cha modifier to your playing card attacks.
Card Flurry
At 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Card Parry
At 6th level you learn how to parry incoming attacks with your lethal cards. You gain Defensive Duelist as a feat.
Deck of Destruction
At 14th level you have learned how to turn the tides with chaos. You throw down a magically charged deck. On each turn, one suit explodes dealing 4d6 arcane damage for four rounds. All creatures in a 10' radius must make an Intelligence saving throw vs your DC. At 17th level, this damage increases to 4d8 per round.
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