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You can play multiple cards at a time and combine their values provided that they’re all from the same suit. Regardless of what your cards’ combined value is, it can’t exceed your bard spell save DC. After a card is played and its effect resolves, it disappears from your hand and is placed in your discard pile. You can play cards from your hand of fate in a variety of ways as described below.<br> | You can play multiple cards at a time and combine their values provided that they’re all from the same suit. Regardless of what your cards’ combined value is, it can’t exceed your bard spell save DC. After a card is played and its effect resolves, it disappears from your hand and is placed in your discard pile. You can play cards from your hand of fate in a variety of ways as described below.<br> | ||
'''Fate Change.''' You can choose to forgo rolling a d20 for an attack roll or ability check to play one or more cards from your hand (no action required), using their combined value to determine the roll instead. You can wait until after you roll the d20 before deciding to use this feature, but must decide before the GM says whether the roll succeeds or fails. Once you use this ability, you can’t do so again until you roll initiative again and draw a new hand. If you can eventually replace a d20 roll with a combined card value of 20 or more, it doesn’t count as a critical hit or success on the roll you replace it with.<br> | '''Fate Change.''' You can choose to forgo rolling a d20 for an attack roll or ability check to play one or more cards from your hand (no action required), using their combined value to determine the roll instead. You can wait until after you roll the d20 before deciding to use this feature, but must decide before the GM says whether the roll succeeds or fails. Once you use this ability, you can’t do so again until you roll initiative again and draw a new hand. If you can eventually replace a d20 roll with a combined card value of 20 or more, it doesn’t count as a critical hit or success on the roll you replace it with.<br> | ||
'''Trick.''' You can use an action to send one or more cards from your hand hurtling at a creature that you can see within 30 feet of you (other than yourself ).<br> | '''Trick.''' You can use an action to send one or more cards from your hand hurtling at a creature that you can see within 30 feet of you (other than yourself).<br> | ||
'''Clubs or Spades.''' If the cards’ suit is a club or spade, make a ranged spell attack against the target, using your spell attack bonus. On a hit, the target takes force damage equal to the cards’ combined value.<br> | *'''Clubs or Spades.''' If the cards’ suit is a club or spade, make a ranged spell attack against the target, using your spell attack bonus. On a hit, the target takes force damage equal to the cards’ combined value.<br> | ||
'''Diamonds or Hearts.''' If the cards’ suit is a diamond or heart, the target gains a number of temporary hit points equal to the cards’ combined value, which last for 1 minute or until you use this Trick again.<br> | *'''Diamonds or Hearts.''' If the cards’ suit is a diamond or heart, the target gains a number of temporary hit points equal to the cards’ combined value, which last for 1 minute or until you use this Trick again.<br> | ||
Whenever you expend a use of your Bardic Inspiration, you can draw 2 cards from the deck and choose 1 of them to add to your hand, placing the second card on the bottom of the deck. If your hand is full when you add a new card in this way, you can choose to either discard a card from your hand and replace it with the new one or simply place it on the bottom of the deck without replacing any cards in your hand.<br> | Whenever you expend a use of your Bardic Inspiration, you can draw 2 cards from the deck and choose 1 of them to add to your hand, placing the second card on the bottom of the deck. If your hand is full when you add a new card in this way, you can choose to either discard a card from your hand and replace it with the new one or simply place it on the bottom of the deck without replacing any cards in your hand.<br> | ||
When you reach 6th level in this class, the number of cards you draw and keep whenever you expend a use of your Bardic Inspiration increases by 1. At 14th level, you can choose to place the leftover card back on top of the deck, rather than the bottom. | When you reach 6th level in this class, the number of cards you draw and keep whenever you expend a use of your Bardic Inspiration increases by 1. At 14th level, you can choose to place the leftover card back on top of the deck, rather than the bottom. | ||
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==== Ace in the Hole ==== | ==== Ace in the Hole ==== | ||
By 14th level, you’re an expert at using cards to influence your fortune and succeed. Your | By 14th level, you’re an expert at using cards to influence your fortune and succeed. Your Arcane Deck becomes more powerful in the following ways: | ||
*An ace counts as a 10 for you, instead of a 1. | *An ace counts as a 10 for you, instead of a 1. | ||
*You can choose to combine cards of the same value, rather than suit, when playing them as part of your Fate Change or Trick features. When played as part of a Trick in this way, you choose which suit to use between all the ones played when determining the kind of Trick it is. | *You can choose to combine cards of the same value, rather than suit, when playing them as part of your Fate Change or Trick features. When played as part of a Trick in this way, you choose which suit to use between all the ones played when determining the kind of Trick it is. | ||
*If you hit a target with a Club or Spade Trick, you can add your Charisma modifier to the total of the damage dealt by the attack. The Trick’s total damage dealt still can’t exceed your bard save DC. | *If you hit a target with a Club or Spade Trick, you can add your Charisma modifier to the total of the damage dealt by the attack. The Trick’s total damage dealt still can’t exceed your bard save DC. | ||
*You can use your Fate Change feature twice during combat, instead of once. | *You can use your Fate Change feature twice during combat, instead of once. | ||
*If you have an ace in your hand of fate or as a hole card, you can use your reaction to play it when you see a creature within 60 feet of you make an attack roll or ability check, expending a use of your Fate Change feature if you’re in combat and replacing the target’s d20 roll with either a 1 or 10 (your choice). You can choose to use this reaction after the creature makes its roll, but before the GM determines whether the attack roll or ability check succeeds or fails. If the creature is unwilling, it can make a Charisma saving throw against your bard save DC, ignoring the effect and using the original roll on a success | *If you have an ace in your hand of fate or as a hole card, you can use your reaction to play it when you see a creature within 60 feet of you make an attack roll or ability check, expending a use of your Fate Change feature if you’re in combat and replacing the target’s d20 roll with either a 1 or 10 (your choice). You can choose to use this reaction after the creature makes its roll, but before the GM determines whether the attack roll or ability check succeeds or fails. If the creature is unwilling, it can make a Charisma saving throw against your bard save DC, ignoring the effect and using the original roll on a success. | ||
== College of Glamor == | == College of Glamor == |