Fate Dealers are soothsayers and pluckers of the strings of fate. Able to turn ordinary cards into magical foci, weapons, and a tool for divination, they are often seen on the fringes of society, working as fortune tellers or mystical advisors, but many find their way into the adventuring life, putting their unique skills to use in perilous missions.
## Dealer's Deck
At 3rd level, you gain proficiency with a Playing Card set of your choice. You can use this gaming set to cast a variant of the *augury* spell as a ritual.
In addition, you may use a deck of the type you have chosen as a spellcasting focus for bard spells.
## Peek at the Deck
Also beginning at level 3, all spells from the Divination school are treated as bard spells for you.
## The Hand That Cuts
At 6th level, you can turn a deck of cards into razor- sharp throwing projectiles. To do so, spend a use of Bardic Inspiration as a bonus action to transform a deck of cards you are wielding or carrying into weapons for one hour. Any individual card from the deck wielded by you (and you only) has the game statistics of a throwing dagger. Damage from the thrown cards is magical. While this effect persists, you may spend a bonus action to make a ranged attack with a card when you take the Attack action or cast a cantrip.
## Favorable Hand
Also at 6th level, when you use the Overbearing Rhythm, Bastions of Justice, Placid Tones, Heaven's Blessing, Doomsayer, Bring Low the Foe, Carry the Spirit, or Inspiring Crescendo battle hymn, you may use two Battle Hymn Focus abilities instead of one.
## Stack the Deck
At 14th level, as a bonus action, you can increase all die sizes in one of your Battle Hymns by two steps (for example, from a d4 to a d8) for one minute to a maximum of a d12 for the duration of the battle hymn. Once you have used this feature, you can't do so again until you finish a short or long rest.
Additionally, you can spend a use of bardic inspiration as a bonus action to cast *bless* or *bane* without using a spell slot.