You gain set containing 3 face cards. One with a slime, one with a dragon, and one with a bunny. These are a part of a separate deck, allowing you to play that at any point. You must expend a use of your Channel Divinity on your turn as an action to draw one of these special cards or empower them and, when you do, you and those within the field receive a special state, assuming the form most closely relating to the card (slime card would make you more slimy, etc). When you play this card, you place it on the floor. A 30ft radius sphere aura appears from the played card and it can't be moved until the one minute duration has finished. All creatures of your choice within the field gain the benefits.
Each card, once in play, lasts for one minute before being unable to be used again until you complete a long rest. Whilst you have one in play, you and those within your field gain special benefits depending on the player cards. You can only ever have one card in play at any given time and, when you play a card, you can immediately spend another use of your channel divinity to activate the 1st Empowerment as well as the initial card's benefit. Every creature who is benefitting from these effects are called Card Masters, they lose this title and any effects gained from this once they leave the field:
Regular Cards
Slime - The body becomes adapt at receiving attacks like your grandfather. When Card Masters are attacked, they suffer a penalty to their attack roll equal to your wisdom modifier.
1st Empowerment - Damage received is now reduced by the same amount.
2nd Empowerment - As a reaction, when a Card Master is targeted and would receive damage, you can negate that damage and any effects that were caused as a result. That Card Master can no longer receive damage for the rest of that turn.
Dragon - You develop scales that resemble your grandmother's, being strong and sturdy. The armour class of Card Masters increases by an amount equal your wisdom modifier.
1st Empowerment - The strength, dexterity and constitution saving throws of the Card Masters increases by the same amount.
2nd Empowerment - As an reaction, when a Card Master(s) would be targeted by harmful effect, you can reflect the effect. The origin of the reflected effect is from your current position. You choose the creatures that are affected by the effect, regardless if the original effect could or not.
Bunny - You developed the warm and loving nature of your mother. Whenever Card Masters start their turn, they regain an amount of d8 hit points equal to your wisdom modifier.
1st Empowerment - The dice changes to d12.
2nd Empowerment - As a reaction, whenever a Card Master uses their movement, you may increase their movement speed by half your wisdom modifier x 10 for that turn. For every 5ft that Card Master moves on that turn, they regain a number of hit points equal to your wisdom modifier.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
11/24/2023 8:31:15 PM
|
30
|
1
|
--
|
Coming Soon
|
|
|
11/24/2023 8:33:35 PM
|
29
|
1
|
--
|
Coming Soon
|
|
|
11/25/2023 8:06:48 PM
|
45
|
1
|
--
|
Coming Soon
|
|
|
11/27/2023 8:44:02 PM
|
57
|
1
|
--
|
Coming Soon
|
|
|
11/27/2023 8:49:04 PM
|
56
|
1
|
--
|
Coming Soon
|
Comments