Bard
Base Class: Bard

Bards of this college have mastered the art of hand manipulation, Anything from stacking a deck of cards, to tossing them with remarkable accuracy. from making coins dance in your knuckles, seemingly disappear and reappear somewhere else. these bards will awe and amaze their patrons with feats of sleight of hands that seemingly impossible without the aid of magic.
off stage these bards are more than capable of defending themselves- using both cards or coins to shoot at their opponents with force and accuracy unparalleled by anyone else. 

having a reputation of being so good with their hands, these bards might be received with mixed feelings at gambling tables. most gambling halls would be happy to hire one to work for them, but would definitely not such a bard as a patron.

sleight of Hand expertise

at level 6 you gain an expertise in sleight of hands

Mystery shot

At level 3- with a well practice move, the bard can now shoot a coin or card at an enemy target, and imbue them with magic. When you gain this feature, you learn two Mystery Shot options of your choice (see “Mystery shot Options” below).

Once per turn when you fire a coin or a card as part of the Attack action, you can apply one of your Mystery Shot options to that coin or card. You decide to use the option when the projectile hits a creature, unless the option doesn’t involve an attack roll. You have two uses of this ability, and you regain all expended uses of it when you finish a short or long rest.

You gain 2 chosen shots when you reach level 3, and an additional Mystery Shot option of your choice when you reach certain levels in this class: 5th, 7th, 10th, 15th and 18th. Each option also improves when you become an 18th-level Bard.

Mystery Shot list:

The Mystery Shot feature lets you choose options for it at certain levels. The options are presented here in alphabetical order. They are all magical effects, and each one is associated with one of the schools of magic.

If an option requires a saving throw, your Mystery Shot save DC equals 8 + your proficiency bonus + your Dex modifier.

Banishing shot

 You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. The creature hit by the arrow must also succeed on a Charisma saving throw or be banished. While banished in this way, the target’s speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied.

After you reach 18th level in this class, a target also takes 2d6 force damage when the arrow hits it.

 Beguiling Arrow
 can be chosen at level 7 or above- Your enchantment magic causes this arrow to temporarily beguile its target. The creature hit by the arrow takes an extra 1d10 psychic damage, and choose one of your allies within 30 feet of the target. The target must succeed on a Wisdom saving throw, or it is charmed by the chosen ally until the start of your next turn. This effect ends early if the chosen ally attacks the charmed target, deals damage to it, or forces it to make a saving throw.

The psychic damage increases to 2d10 when you reach 18th level in this class.

 

Curve Shot

you learn how to direct an errant projectile toward a new target. When you make an attack roll with a projectile and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target
at level 18, you may hit 2 more opponents up to a total of 4.

 

Enfeebling Shot

 You weave necromantic magic into your arrow. The creature hit by the arrow takes an extra 2d6 necrotic damage. The target must also succeed on a Constitution saving throw, or it's next attack will be made with a disadvantage

The necrotic damage increases to 4d6 when you reach 18th level in this class.

  

Piercing Shot 

You use magic to give your shot an ethereal quality. When you use this option, you don’t make an attack roll for the attack. Instead, the Projectile shoots forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The arrow passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the arrow, plus an extra 1d6 piercing damage. On a successful save, a target takes half as much damage.

The piercing damage increases to 2d6 when you reach 18th level in this class.

 

Seeking Shot 

Can be chosen at level 7 or above- You grant your arrow the ability to seek out a target. When you use this option, you don’t make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The Projectile flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon’s range and there is a path large enough for the Projectile to travel to the target, the target must make a Dexterity saving throw. Otherwise, the Projectile will fall to the ground after traveling as far as it can. On a failed save, the target takes damage as if it were hit by the Projectile, plus an extra 1d6 force damage, and you learn the target’s current location. On a successful save, the target takes half as much damage, and you don’t learn its location.

The force damage increases to 2d6 when you reach 18th level in this class.

Silent Shot
Hitting the target deals 1d10 extra damage and will immediately cause the target to act as if he was under the "silence" spell for one round (no radius, only the opponent that was hit is affected)

Slow shot

 Hitting the target deals 1d6 extra damage and forces the opponent to make a Dex saving throw, on a failed roll, the opponent cannot move for one turn, if he succeeds the roll, his movement speed is halved for one turn.

Shadow Shot

 You weave illusion magic into your arrow, causing it to occlude your foe’s vision  with shadows. The creature hit by the arrow takes an extra 1d10 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see  anything farther than 5 feet away until the start of your next turn.

The psychic damage increases to 4d6 when you reach 18th level in this class.


Banishing shot

Banishing shot

 You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. The creature hit by the arrow must also succeed on a Charisma saving throw or be banished. While banished in this way, the target’s speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied.

After you reach 18th level in this class, a target also takes 2d6 force damage when the arrow hits it.

Beguiling Arrow

Beguiling Arrow
 level 7 or above only - Your enchantment magic causes this arrow to temporarily beguile its target. The creature hit by the arrow takes an extra 1d10 psychic damage, and choose one of your allies within 30 feet of the target. The target must succeed on a Wisdom saving throw, or it is charmed by the chosen ally until the start of your next turn. This effect ends early if the chosen ally attacks the charmed target, deals damage to it, or forces it to make a saving throw.

The psychic damage increases to 2d10 when you reach 18th level in this class.

Curve Shot

Curve Shot

you learn how to direct an errant projectile toward a new target. When you make an attack roll with a projectile and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target
at level 18, you may hit 2 more opponents up to a total of 4.

Enfeebling Shot

Enfeebling Shot

 You weave necromantic magic into your arrow. The creature hit by the arrow takes an extra 2d6 necrotic damage. The target must also succeed on a Constitution saving throw, or it's next attack will be made with a disadvantage

The necrotic damage increases to 4d6 when you reach 18th level in this class.

Piercing Shot

Piercing Shot 

You use magic to give your shot an ethereal quality. When you use this option, you don’t make an attack roll for the attack. Instead, the Projectile shoots forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The arrow passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the arrow, plus an extra 1d6 piercing damage. On a successful save, a target takes half as much damage.

The piercing damage increases to 2d6 when you reach 18th level in this class.

Seeking Shot

Seeking Shot 

Can be chosen at level 7 or above- You grant your arrow the ability to seek out a target. When you use this option, you don’t make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The Projectile flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon’s range and there is a path large enough for the Projectile to travel to the target, the target must make a Dexterity saving throw. Otherwise, the Projectile will fall to the ground after traveling as far as it can. On a failed save, the target takes damage as if it were hit by the Projectile, plus an extra 1d6 force damage, and you learn the target’s current location. On a successful save, the target takes half as much damage, and you don’t learn its location.

The force damage increases to 2d6 when you reach 18th level in this class.

Shadow Shot

Shadow Shot

 You weave illusion magic into your arrow, causing it to occlude your foe’s vision  with shadows. The creature hit by the arrow takes an extra 1d10 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see  anything farther than 5 feet away until the start of your next turn.

The psychic damage increases to 4d6 when you reach 18th level in this class.

Silent Shot

Silent Shot
Hitting the target deals 1d10 extra damage and will immediately cause the target to act as if he was under the "silence" spell for one round (no radius, only the opponent that was hit is affected)

Slow shot

Slow shot

 Hitting the target deals 1d6 extra damage and forces the opponent to make a Dex saving throw, on a failed roll, the opponent cannot move for one turn, if he succeeds the roll, his movement speed is halved for one turn.

Toss Damage

Starting at level 3, your coin or card toss does damage, the damage die of tossed objects- coins and cards, change as the hero becomes more skilled:

3rd - 1d4

5th- 1d6

7th- 2d4

12th- 1d10

16th- 2d6

 

Self made Luck

At level 3- you learn how to either stack the deck in your favour or roll the die to get your result while using any deck or any pair of die.
when attempting sleight of hands rolls in regards of games of chance (not skill), such as dice or cards (not chess sets), roll with advantage.

Sleight of hand

If you haven't chosen this before, at level 3 you automatically gain a proficiency with sleight of hand. at level 6 you gain an expertise in it.

Magic Projectile

At 3th level, you gain the ability to infuse projectiles with magic. Whenever you fire a nonmagical projectile- either a card or a coin, you can make it magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The magic fades from the projectile immediately after it hits or misses its target.

Observant eye

At level 6- During gameplay, either chance or skill, the bard may spend a round concentrating on a single opponent, at the end of the turn may then roll insight with advantage against that opponent.

 

the Bard can use this ability twice per short rest

Penny for your thoughts

At level 6- during a game of chance, the bard can use his coins, dice or cards and soothing voice to get his rivals to talk absentmindedly, learning things they might not want to reveal otherwise.
The bard will have advantage on insight rolls against the person he is playing against.
the opponent should roll a saving check against charisma, Spell save DC.
on a failed roll, the opponent will reveal something he rather not to- the player can try and steer the conversation towards a specific subject but he cannot control which information will be given (on dm discretion if the player is trying to steer the opponent into a too specific issue, it will make the task harder)
on a successful roll, the opponent realizes what's going on and reveals nothing. his reactions will be accordingly.

this attempt may happen once per short rest

Player's Gambit

At level 14- Once per day, roll a sleight of hand with advantage to manage to pull out the exact card you need, or the exact die roll you need to win.
on a failed roll, you still pull the result you wanted but your rivals you are playing against pick up on your trick.

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