Bard
Base Class: Bard

Gamblers.  Card sharks.  Risk-seekers.  Scoundrels.  These are the type of dashing, dastardly denizens of the dark underbelly of society that find themselves attracted to the School of the Cardmaster.  Cardmasters go beyond simple parlor tricks, rather they are experts at manipulating chance, luck and their environment.  Often finding themselves in a spot of trouble, Cardmasters have to be able to con, sneak or fight their way out of situations they find themselves in.  Always looking to stack the deck in their favor, Cardmasters love to gamble it all... but always make sure to tilt the odds.

Channeling their talents through the deck of cards that never leaves their side, Cardmasters feel just as at home on the battlefield as they do in the local tavern.

(This is version 1, there will be some edits as I playtest)

Creating a Cardmaster

A cardmaster is typically a roguish sort, used to gambling dens and seedier taverns, but it is not uncommon for their charms and natural showmanship to earn them a place at court. All forms of cardmaster rely on their deck to prepare spells and strike their foes.
Most cardmasters are typically quite chaotic in nature, but neutral or lawful characters can find themselves holding the deck just the same. Neutral characters may find themselves just going with the flow, or a lawful character may find solace in following the whim of fate and destiny.

Be aware that playing this class requires a standard set of playing cards (Jokers removed)

Quick Build

You can make a cardmaster quick by following these suggestions. First, make your highest ability scores in Dexterity and Charisma. Second, choose the Charlatan background.

Proficiencies and Starting Equipment


Armour: Light Armour
Weapons: Simple Weapons
Tools: Gaming set (dice), Gaming set (cards)
Saving Throws: Dexterity, Charisma
Skills: Proficiency in Deception, Insight, and Sleight of Hand


Enchanted Deck

At 3rd level you gain access to an enchanted deck of cards. This deck can be bought/found/gifted, or created from a set of cards that you have been using for a long time. The deck of cards is bound to you and is not magical for others, and can be used as a gaming set (cards) if required. If this deck of cards is somehow misplaced, it reappears in your possession following a short rest. If it is destroyed, a new deck of cards may be enchanted with the same abilities as the previous ones for 52g in materials (including a card set) and 8 hours of time.

Add a standard "Gaming Set" to your inventory as well.

 

Wizard Cantrips


At 3rd level, you learn the cantrips Mage Hand, Message, Minor Illusion and Prestidigitation.  These are always prepared and do not count against your known spells.

 

Quickdraw


At 3rd level, you gain the ability to Quickdraw.

A Cardmaster may draw and throw cards from their deck as a ranged attack with a range of 40ft and a maximum range of 60ft. The deck may be secured to the Cardmaster’s body, and requires a free hand to draw and throw cards (a hand can be removed temporarily from a two-handed weapon to use this feature) Drawing and throwing a card with the quickdraw mechanic uses your action, uses dexterity to determine attack rolls (not damage) and has the following effects at 1st level:

Value Damage Dealt
Ace 0
2-10 2-10 (respectively)
Jack 10
Queen 10
King 10
Suit Damage Type
Hearts Cold
Diamond Acid
Spades Fire
Clubs Lightning

Cards drawn with quickdraw are returned to your deck at the end of a short rest

 

Draw Hand/Mulligan


At 3rd level, you gain the ability "Draw Hand"

At the end of a long rest, you draw cards up to your ‘hand size’ (your hand size increases as shown in Cardmaster Table) which are removed from the deck. Your ‘Hand’ of cards may be held in one hand and used as an arcane focus or be carried on your body. Any spells prepared by the cardmaster are forgotten 10 minutes after the hand leaves the body, or are forgotten immediately when a new hand is drawn.

The value and suit of the cards in hand determine which spells may be cast.  The card is "consumed" and put back in the deck when the appropriate spell is used.  This does not consume your standard spell slots.  

Cards in Hand
Value               Spell Level
Ace Spells of 1st level
2-10 Spells up to half face value (rounded up)
Jack Spells up to 6th level
Queen Spells up to 7th level
King Spells up to 8th level
Suit Spell School
Hearts Enchantment or Illusion
Diamonds Conjuration or Transmutation
Spades Evocation or Necromancy
Clubs Abjuration or Divination

 

 Mulligan


At 3rd Level, you gain the ability to cheat fate, drawing one more card than your hand size allows, and choose one card to shuffle back into your deck, bringing your hand back to its normal size for your level. At 7th level, you may draw/shuffle two extra cards, at 11th level you may draw/shuffle a third card, and a fourth at 15th level

Archetype


At 3rd level, you may choose a Cardmaster Archetype.  These will grant various abilities and spells as well as a new and unique resource.

Bizarre Gambler
A born gambler and a prolific cheater, the Bizarre Gambler always stacks the odds in his favor.  From the environment to psyching out his foes, the Bizarre Gambler never truly leaves anything to chance.  From a melted piece of chocolate on a glass, to a second deal, to owning the building in which he gambles (and everyone in it), the Bizarre Gambler does EVERYTHING he can to ensure he wins. "Go ahead, Mr. Joesturr!"

Fate Twister
The Fate Twister is focused on topping the damage charts.  While he loves a good score, he lives for the thrill of destroying his enemies from afar.  He may pull a red card... a yellow card... or a blue card... regardless of which one he throws your way, you're in for a world of hurt.  And if things get bad enough... he can teleport away and live to carry on the fight.  "Only two Jokers in the deck, and I got dealt you."

Ragin' Cajun
As charming as he is deadly, the Ragin' Cajun excels in both hand to hand combat situations AND at doing damage from afar.  Utterly charming and disarmingly smug, the Ragin' Cajun charges his cards with Kinetic Power before he throws them to devastating effect. "Playin' for keeps is still playin', mon ami, so take a card... ANY CARD!"

 

 

Bizarre Gambler


Gain Expertise in Deception and Playing Card set
Gain proficiency in History and Persuasion

You gain the spell Mage Armor and it is always prepared.  You may cast it for free once per long rest.

You gain the spell Bane and it is always prepared.  You may cast it for free once per combat.

You gain the spell Suggestion and it is always prepared.  You may use any card in your hand to cast it.  

You gain the Vicious Mockery cantrip and it is always prepared.  

You acquire a new resource: Soul Chips

The maximum amount of Soul Chips you may carry at one time are equal to you level.  You gain one Soul Chip every time an enemy dies within 30 feet of you.  You get one free Soul Chip per combat, at the beginning of combat.  This Soul Chip dissipates if it goes unused for that combat.

These chips may be used in the following ways:

1 Soul Chip- D'arby Cheats
You may bet (consume) one Soul Chip in order to add your Proficiency modifier to any roll a creature makes within 30 feet of you.  You may use as many Soul Chips as you like at a time... but they must be used after the roll is made and before the result is announced.  

1 Soul Chip- Go Ahead, Mr Joesturr
You may bet (consume) one Soul Chip to have Vicious Mockery hit an additional target within 20 feet of the primary target.  You may use as many Soul Chips as you like to add additional targets.  Each one makes an individual saving throw.

2 Soul Chips- Up the Ante
You may bet (consume) two Soul Chips in order to reduce a creature's roll by an amount equal to your Proficiency modifier.  You may use as many Soul Chips as you like... but they must be used before the result is announced.  

3 Soul Chips- Bet Your Soul
You may bet (consume) three Soul Chips in order to cast Hold Person as a bonus action.  The creature must roll it's Wisdom saving throw at disadvantage (this does not affect it's subsequent saving throws to attempt to shake Hold Person)


Fate Twister


Expertise in Sleight of Hand
Proficiency in Survival, Stealth, and Thieves' Tools

Loaded Dice: Every time an enemy dies within 30 feet of the Fate Twister, roll a d6.  You are awarded an amount of gold equal to the die roll.  

Stacked Deck: Every time a Quickdraw, Quickdraw II, Double Draw or Triple Draw attack does damage, gain a "Stacked Deck" point.  Once you have three "Stacked Deck" points, your next successful attack deals an additional 50% damage as magical weapon damage.  These points do not carry over from one encounter to the next.  

You gain the spell Misty Step and it is always prepared.  You may use it for free once per combat.

You gain the spell Detect Thoughts and it is always prepared.  You may cast it for free once per short rest.  When you use your free cast, your ability to detect thinking creatures you can't see is extended to 100 feet.  

You acquire a new resource: Wild Card Points

The amount of Wild Card Points you have are equal to your level.  You regain these points after a short or long rest.  

These points may be used in the following ways:

1 Wild Card Point: Pick a Card
Upon successfully landing an attack, but before the Damage roll, expend a Wild Card point.  Roll a D6.  On a 1-2, your attack does half damage to enemies within 10 feet of the target.  Affected enemies' move speed is halved for one turn.  On a 3-4, the target is Stunned.  It must make a Constitution saving throw (against your save DC) upon this effect. If the target fails, it is stunned.  At the end of each of it's turns.  If it beats your save DC, it is no longer stunned.  On a 5, regain 2 Wild Card Points.  On a 6, regain a 1st level spell slot.  (At level 6, regain a 2nd level spell slot OR a 1st level, your choice.  At 13, regain a 3rd level or below.  At 17, a 4th level or below)

2 Wild Card Points: Red Card
Before your attack roll, expend 2 Wild Card Points.  You may target two additional creatures (within 10 feet of your primary target) with your next Quickdraw, Quickdraw II, Double Draw or Triple Draw attack.  

3 Wild Card Points:  Yellow Card
After your attack roll, but before damage is declared, expend 3 Wild Card Points.  The target is Stunned.  At the end of each of it's turns, it must make a Constitution saving throw against your spell DC.  On a successful roll, it is no longer stunned.

4 Wild Card Points: Blue Card
Regain a 3rd level spell slot or below.  (at level 6, regain a 4th level spell slot or below.  At level 13, regain a 5th level spell slot or below.  At level 16, regain a 6th level spell slot or below. At level 20, regain a 7th level spell slot or below).  You may only use one Blue Card per short rest.  

 

Ragin' Cajun


Gain Expertise in Persuasion
Proficiency in Thieves' Tools
Proficiency in Medium Armor
Any Quarterstaff you wield gains the Light, Finesse property while you wield it.

As an bonus action, you may store your Quarterstaff in a pocket dimension or retrieve it from a pocket dimension.  

While holding a Quarterstaff in both hands, you receive a +2 bonus to AC.

You gain the spell Charm Person and it is always prepared.  You may use any card in your hand to cast it.  

You gain advantage on Charisma checks.

Your Quickdraw attacks do not suffer disadvantage if another enemy is within 5 feet of you.  You cannot throw them at melee range, but you can throw them at another enemy without suffering disadvantage.  

You acquire a new resource: Kinetic Energy Points

The amount of Kinetic Energy Points you have are equal to your level.  You regain these points after a short or long rest.  

These points may be used in the following ways:

1 Kinetic Energy Point- Concussion Blast
The primary target of your attack needs to make a Strength saving throw against your DC.  On a failed save, they are knocked back up to 15 feet in a direction of your choosing.  This can also be used on objects.  Each Energy Point spent will move an additional 100 pounds.  (i.e. If you want to knock a 500 pound boulder back, you'd need to use 5 points).  

2 Kinetic Energy Points- Multi Card Attack
When you use the Quickdraw, Quickdraw II, Double Draw or Triple Draw ability, after the attack has succeeded but before the damage roll, you can rapidly throw out an additional card.  The additional card must be thrown at the same target.  For each additional Kinetic Energy Point spent, you may throw one additional card.  These cards are guaranteed to hit the target and will do the same amount of damage as the first card to strike.

3 Kinetic Energy Points- Detonate
Prior to throwing the card, you manipulate the Kinetic Energy in such a way that it detonates upon impact.  Designate an area on the battlefield.  Any creatures within 20 feet of the card must make a Dexterity saving throw against your DC.  Creatures within the area take 3d6 damage on a failed save or half damage on a successful one.  For each additional Kinetic Energy Point spent, add 1d6 to the damage.  



Improved Quickdraw


At 6th level, When you use Quickdraw as an attack, you now pull and throw two cards rather than one.  The second throw uses your bonus action. (Quickdraw II)

At 9th level, you acquire Double Draw.  Treat Double Draw as an Extra Attack.

At 18th level, you acquire Triple Draw.  Treat Triple Draw as a second Extra Attack.


Stacking the Deck


King of Aces
At 14th level, Aces allow you to freecast a spell up to level 9 (provided you are able to cast spells of that level) and count as a 10 when drawn as part of a Quickdraw Attack.

Stacked Deck
At 17th level you are able to tilt the scales so far in your favour without disrupting the magic of your deck that you may permanently remove up to four cards from your deck. Cards removed from the deck are not recovered if the deck is destroyed, and the gold cost to recall them to your possession changes accordingly (1gp per card removed)

King of Aces II
At 19th level, Aces allow you to freecast a spell of any school up to level 9 (provided you have the spell slot) and become wild cards, acting as a card of any suit and value of your choice (even one in your hand) when drawn as part of a Quickdraw attack

Make Your Own Luck
At 20th level, you become a master of chaos and entropy. When fate is not to your liking, you simply change it. Twice per short rest, you may re-roll any roll after seeing the result, including those of others if they are within 30 feet.

 

School Of The Cardmaster Image