Bard
Base Class: Bard

Bards of the College of Cards master the art of trickery and divination with a deck of cards, whether they are tarot readers, tricksters, or even gamblers . They can foresee into the future or twist the fate of others into their favor by just drawing one of these cards. These bards can use their magical deck of cards not only as a tool for divination, but also as a weapon against their enemies.

Bonus Proficiencies

You gain proficiency in the Insight and Sleight of Hand skills, as well as with the playing card set. You can also use a playing card set as a spellcasting focus for your bard spells.

Magical Cards

You gain a deck of magical tarot cards which counts as a playing card set, and can throw, flick, or cast a random card from the deck as a weapon attack against a creature. A magical card counts as a simple ranged weapon only for you, has a normal range of 30 feet and a long range of 90 feet, and it deals 1d6 force damage on a hit. When you attack with a magical card, you can add your Charisma modifier, instead of Dexterity, to the attack and damage rolls. Each card magically returns to the deck immediately after it is used to make a ranged attack.

At 6th level, when you use an action to make an attack with a magical card, you can throw two cards from your deck, and at 14th level, you can throw three cards. You can throw the cards at the same target or at different ones. You make a separate attack roll for each card.

Tarot Reading

Also at 3rd level, you can determine the fate of a creature when drawing a card from your deck. Once per turn, when you hit a creature with a magical card attack, you can expend one use of your Bardic Inspiration and roll on the Tarot Reading table using your Bardic Inspiration die to determine the card that you have drawn from your deck. This card adds the effect from the table to the attack, and if the effect requires a saving throw, the DC equals your spell save DC.

Additionally, when you grant a Bardic Inspiration die to one of your allies, a card from your deck flies towards them and orbits around them while they have the Bardic Inspiration die. They can use the die normally, or they can choose to spend it when they hit an enemy with an attack. Once they do so, they use it to roll on the Tarot Reading table to determine the card that you have drawn for them. The card's face is then revealed and adds the effect from the table to the attack, and still uses your spell save DC if the effect requires a saving throw. After the effect, the card flies back into your deck.

Bardic Insp. Die Card
1 Magician. The attacker has advantage on the next attack roll made against the target.
2 High Priestess. The target has disadvantage on the next attack roll made against the attacker.
3 Empress. The attacker heals an amount of hit points equal to the damage roll of the attack made against the target.
4 Emperor. The attacker can reroll the bardic inspiration die and add the number rolled to one damage roll.
5 Hierophant. The attacker learns the target's vulnerabilities, resistances, and immunities and knows the location of the target for the next 24 hours.
6 Lovers. The target must make a Wisdom saving throw or be charmed by the attacker for 1 minute. The target can repeat the saving throw if it is damaged.
7 Chariot. The attacker can use its reaction to teleport up to 30 feet to a point they can see. The attacker can also choose one willing creature it can see within 10 feet of it to also use the same reaction.
8 Strength. The target must make a Strength saving throw. On a failed save, the target is either knocked prone or moved 15 feet away from the attacker (attacker's choice).
9 Hermit. For 1 minute, whenever the target must roll a saving throw, the attacker can use their reaction to give the target disadvantage on the saving throw. The attacker can use this reaction only once during the effect.
10 Fortune. For 1 minute, the attacker has advantage on all attacks against the attacker, as well as advantage on all saving throws if the target forces the attacker to make one.
11 Justice. For 1 minute, the target receives psychic damage equal two rolls of your bardic inspiration die every time it damages the attacker.
12 Hanged Man. The target becomes frightened of the attacker for 1 minute.

Draw of the Fates

At 6th level, your tarot readings can grant you special divination magic depending on the cards you draw for yourself. You know the augury spell, which counts as a bard spell for you.

Also, at the end of a long rest, you can roll your Bardic Inspiration die once, and can temporarily learn two additional divination spells of your choice from any spell list. The levels of the spells can have a combined level that is equal to or less than half the number rolled on the Bardic Inspiration die (rounded up). Learning a cantrip does not count towards this combined level.

The chosen spells count as bard spells for you, and you know them until you start a long rest.

Trick up the Sleeve

At 14th level, you have learned how to imbue your cards with your own bardic magic. When you hit a creature with one of your magical cards, you can also expend a spell slot and cast a spell on it. The spell can be any level below 6th, it must have a casting time of one action, and must only target the creature. If the spell requires an attack roll, the attack already succeeds and you add the effects of the spell to the damage of the magical card. The target must still roll a saving throw if the spell requires the target to do so.

You can imbue a card with a spell once, and you can do so again after you finish a short rest.

Previous Versions

Name Date Modified Views Adds Version Actions
12/17/2020 5:36:43 PM
6
2
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2/11/2021 7:37:43 PM
17
2
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Coming Soon

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