You channel the power of a magical deck of cards. As a master of manipulation and illusion, you use your deck as both a spellcasting focus and a weapon in combat. Whether casting spells through throwing enchanted cards or shaping them into a magical fan for melee strikes, your cards become your greatest tool for deception and power. You can mislead foes with trickery, using your cards to confuse, deceive, and manipulate. With a combination of arcane mastery and a flair for misdirection, the Pact of the Deck grants you the ability to control the battlefield with both magical and physical attacks, all while maintaining an air of unpredictability and charm.
The deck of cards is considered your pact weapon. You can use your action to summon it in your empty hand. You can choose the color or design of the cards each time you summon it but it will be sized as a normal deck of cards and hold its basic functionality. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage and whenever you attack with the bonded weapon, you can use your Charisma modifier for the attack and damage rolls instead of using Strength or Dexterity.
Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.
The cards can be used in three different ways:
Spell Casting/Ranged
- You gain the ability to store spells in your deck of cards. When you cast any spell requiring a somatic component, you do so my manipulating your cards accordingly. This can be throwing at a target (ex. Firebolt), throwing to a desired location (ex. Minor Illusion) or simply flashing a card or whatever gesture fits accordingly.
- Imbued cards inherit the range of the spell and use your spell attack modifier to hit.
- Your cards deal 1d4 + your proficiency bonus piercing damage on a successful hit when no spell is attached.
- You may throw an additional card using a bonus action a number of times equal to your Charisma modifier (minimum of once). You regain expended uses after a short or long rest. This card will only deal the piercing damage and cannot be imbued with a spell.
- Thrown cards return to the deck after use.
Melee
- You can use your action to arrange your deck into a bound fan weapon in one or both of your empty hands. The bound fan is a finesse weapon that deals 1d6 slashing damage. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Deception
- Using your concentration, you are able to disguise both faces of each card of your spell deck to look like any other single card if it is within 10 feet of you.
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