Bard
Base Class: Bard

Bards of the College of Cards take the skill and prowess of sleight of hand, and enhance the art of card tricks with bardic magic. Performing impressive divination magics giving them guidance and foresight to aid them in almost any situation. They express their skill and affinity for entertainment in diverse ways. Either performing in crowded bars and inns, or showing their enhanced foresight through back street fortune readings or travelling nomad tribes. They tend to hold loyalty to only themselves, as their success in bardic expression can only be held to their routine practise and dedication to the arts.

The college itself doesn't hold any literal form, the college of cards is the embodiment of the art and practise of card magic, of which the bards hold great respect and dedication towards. The collective college is small, and though two bards of the school are unlikely to meet, the two would have an unspoken understanding and respect of each-other, the college is a way of life to them.

Adept Cardmaster

 When you join the college of lore at 3rd level. You gain proficiency in sleight of hand. You also gain a set of magical cards that can be used in your subclass abilities and as a weapon.

You can attack with your magical cards, they count as a  light thrown weapon (20/60). The Weapon has 1d4 damage, but the attack and damage modifier uses your sleight of hand modifier. The cards are a magical weapon. And you are proficient in using them.

Upon throwing a card, on both a hit and miss, the card disappears and is irretrievable, expending a use of the deck. After each long rest, the uses are reset, and you then have 1d6 + sleight of hand modifier uses.

If the magical cards are lost or destroyed, they can be obtained through a one hour ritual with a pack of cards (playing or tarot) and gem worth at least 20 gold pieces.

Card Divination

When you join the College of Cards at 3rd level, you gain the ability to perform simple divination magics using your cards as a focus.

Once per long rest, you can perform one of these card tricks, each of the tricks require a ten minute ritual to perform.

  • Omen of the Cards: This trick lets you ask a simple polar question (yes or no, true or false etc.), that reveals basic knowledge. The DM may roll a d6. Upon rolling any number other than a one, the DM must portray the true answer to the question using the cards.If the DM rolls a one, the DM may choose a false or misleading or absent answer to portray in the cards. The spell cannot be used to reveal secretive information (determined by the DM). And the DM
  • Sight of the Cards: This trick lets you deploy a card that can sense and seek magic within 30 feet of you, the card does not reveal the type or level of the magic, it simply flies in the general direction of the magic until it is stopped by an obstacle, blown away by strong winds, destroyed, or retrieved.
  • Fortune of the Cards: This trick lets you perform a future reading on a willing creature you choose. You may perform a DC12 Sleight of Hand check. Upon succeeding, you can choose a space in time up to ten minutes in the future. You then draw a card that depicts an abstract representation of the creatures surroundings, the depiction doesn't show any creatures other than the creature chosen for the reading. And the outcome can be altered by those that have seen the depiction.The card lasts until the time depicted passes.  Upon failing, the drawn card is blank.

Imbued Cards

Beginning at 6th level, you can imbue your cards with your bard spells, and throw them at creatures to activate their effect.

Once per long rest, you can imbue two magical cards with any known spell with the range of 10ft, 5ft, or touch, it does not have to be prepared, however it cannot use spells that require a ritual or specific material (cost or function), and it cannot use spells that do not target a creature or area. If the spell would require concentration, it does not for the purpose of this ability.

The card is thrown the same way as your magical cards, however it does not do weapon damage, it simply performs the spells effect and the card disappears upon casting.

The cards disappear after a long rest, and cannot be used by anyone other than you.

Arsenal of Cards

At 14th level, you can choose two spells that fit the criteria of your imbue cards spell.

These spells can be taken from any spell list, and their level must be of your maximum level bard spell slot level -1 or lower.

You gain no spell slots for the spell you have chosen, and they can only be used for your imbue cards ability.

Additionally, you gain one extra use of imbue cards per long rest.

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