This aged but elegant deck of cards is bound in dark leather and sealed with a bronze clasp marked with the insignia of Balasar’s disgraced family crest. The deck hums faintly with restrained arcane energy and smells faintly of sulfur and ash.
Origin:
Said to be the final creation of a fallen archmage who served Balasar’s bloodline in secret, it is both a tool of cunning and a key to vengeance.
🃏 Tactical Draw (Bonus Action, 1/Long Rest)
As a bonus action, Balasar may draw a card and invoke its effect (see optional random table below). Effects range from illusions to minor enhancements like temporary +1 AC or Disengage without provoking.
💥 Last Card (Ultimate Feature, Once per Long Rest)
Balasar may invoke “Last Card” using an action. This requires a spellcaster (sorcerer/wizard/bard/etc.) within 10 feet or done before to assist, using a reaction to channel magical energy into the deck. Once charged, Balasar can throw or place the card—after 5 seconds (1 round), it detonates in a 5-foot radius.
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All creatures in range must make a DC 18 Dexterity saving throw.
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Failure: Takes 10d10 force damage (or is instantly killed if the DM prefers high-stakes).
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Success: Half damage. Structures and non-magical items are destroyed.
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Balasar is not immune, but may choose to roll with Advantage if he willingly activated it.
Optional: If no caster is present, Balasar can still use it, but he must succeed a DC 20 Arcana check, or the card fizzles.
| Roll | Effect |
|---|---|
| 1 | An illusory duplicate appears (mirror image, 1 turn) |
| 2 | Balasar gains +1 AC until start of next turn |
| 3 | Balasar gains advantage on next Stealth or Sleight of Hand check |
| 4 | Target creature within 30 feet makes a DC 13 Wisdom save or is frightened for 1 round |
| 5 | Balasar instantly teleports 10 feet in any direction (must see the space) |
| 6 | The card explodes in bright light, blinding enemies in 5 feet for 1 round (DC 13 Con save) |
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