As your master thesis, you created a blank deck of cards with special properties which you can use a number of times equal your proficency bonus which resets on a long rest. As a bonus action you can draw a card and create a magical effect. Roll 1d8 to determine which magical effect occurs:
1. First Wind. Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within 30ft. of you. Each target’s hit point maximum and current hit points increase by 10 for 1 minute.
2. Battle Tactics. Choose one of the following tactics:
Commander’s Strike. When using this bonus action, 1 ally that can see or hear you can use their reaction to make one weapon attack adding 1d6 to the damage roll.
Rally. All creatures within 30 feet of you can move up to 10 feet without provoking opportunity attacks. If allies are ending their movement within 5 feet of each other, they gain advantage on their next attack roll until the end of their next turn.
3. Den Phoenix machen. Create a 5 ft. cube within 30 feet of you and create either fireworks or smoke:
Fireworks. The target explodes with a dazzling display of colors. Each creature within 10 feet of the target must succeed on a Constitution saving throw or become blinded until the end of your next turn.
Smoke. Thick black smoke spreads out from the target in a 20-foot radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it.
4. Anti Olympus lul. Choose up to three creatures within 30ft. of you. Each target gains one elemental resistance of your choice. (acid, cold, fire, lightning, or thunder)
5. Strategist's Wall. You conjure up a wall of different materials (based on the surrounding area) on the ground at a point you can see within 30 feet. You can make the wall up to 30 feet long, 10 feet high, and 10 feet thick, and it vanishes after 1 minute. It blocks line of sight but not movement. A creature is blinded while in the wall’s space and must spend 3 feet of movement for every 1 foot it moves there.
6. Landmine. You place one landmine within 30 feet of you. The next time a creature starts its turn within 10 feet of the mine or walks within 10 feet of it it explodes dealing 3d6 elementar damage (your choice acid, cold, fire, lightning, or thunder. You have to make the choice the moment you place this landmine) to all creatures within 10 feet of the mine. When placing the mine you can designate any creatures you know and the mine ignores them. (They can still take the explosion damage) Each creature within range must make a dexterity saving throw. Using your spell save DC.
7. Tacticians Curse. You choose a creature within 30 feet of you, and that creature must succeed on a Wisdom saving throw (Using your spell save DC) or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options:
Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.
While cursed, the target has disadvantage on attack rolls against you.
While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.
While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target.
A remove curse spell ends this effect. At the DM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse's effect.
8. Ah, the weak spot!. Choose one creature within 30 feet of you. For the next minute they land a critical hit on a 19 or 20.