Weapon (dart), artifact (requires attunement by a the weilder needing to have gambled at least once and must be picked as Norebo's champion.)

Norebo's Deck of Gambling is a deck of cards imbued with incredible power of the gambling god Norebo.

this seemingly normal deck of cards gives the user the immense power of unimagineable luck and skill.

while playing any game that includes gambling with this deck in the players inventory, the player always has advantage on any gamble based roll.

While using this deck in combat, randomly pick a card, each card has a unique property, you can choose how to use these cards by either throwing them, using them on yourself and allies, saving them to use later, etc. Once a card is used, thrown or kept for longer than an hour, the card dissipates into dust and goes back into the deck.

drawing and using/saving a card is counted as one action.

the deck is cursed to the user upon pickup and cannot be stolen, taken, sold or removed in any way, trying will caus the deck to magically reapper on the person. If the deck is not used for 24 hours, Norebo calls to the player, yearning to be summoned. He (The DM) automatically draws a card with the target centered on the player, punishing the holder for their misdeeds.

 

Ace of Spades - When thrown, disarm them, they drop their weapons and any gold they are carrying.

 

Ace of Clubs - When played, heal yourself or a chosen ally 1d6 + your INT modifier.

 

Ace of Diamonds - When thrown, this hits a random enemy, deals 2d6 psychic damage to the enemy, deals half of that to the character closest to you. If there are no enemies, this dissipates back into the deck and deals 3 damage to you. If this dissipates without being thrown, it deals 3 damage to the holder, then dissipates.

 

Ace of Hearts - When placed on the ground, summon a random bear that is friendly towards you. It lasts for 5 minutes out of combat and 2 rounds in combat. You can command the bear to do simple tasks at the DM’s discretion.

 

King of Spades - When placed on the ground, summon a 10x10 circular barrier around the card that lasts for 2 turns. Nothing can enter or exit the barrier. All magic is disabled within the barrier. Each turn all characters within the barrier heal 2 health points.

 

King of Clubs - When played, cast Spiritual Weapon.

 

King of Diamonds - When played, summon an illusion of every character's deepest fear within a 40ft radius (including the player and allies). All affected characters must succeed a wisdom saving throw or become frightened for that round. The illusions dissipate after the round they are summoned.

 

King of hearts - When thrown, make a neural connection with the target. The thrower always knows where the target is even if the target turns invisible. If the target enters a different plane of existence, the neural link ends.

 

Queen of Spades - When drawn, this deals 4 damage to you and a random enemy. If it kills the enemy, you gain the damage dealt back as health.

 

Queen of Clubs - When played, give all allies 2 temporary health for the next 2 rounds of combat.

 

Queen of Diamonds - When drawn, 20 gold appears in your pocket next time you rest.

 

Queen of Hearts - When thrown, push the target back 20 ft. The target must succeed a 10 DEX saving throw or be knocked prone.

 

Jack of Spades - When played, cast Mirror Image.

 

Jack of Clubs - When thrown, deal 1d4 radiant damage. If it is daytime, add 1d6.

 

Jack of Diamonds - When thrown, deal 1d4 necrotic damage. If it is night time, add 1d6.

 

Jack of Hearts - When played, cast Goodberry.

 

10 of Spades -  When thrown, deal 1d4 lightning damage.

 

10 of Clubs - When played, summon a random target dummy. When an enemy tries to attack the player, it instead attacks the target dummy. The target dummy dies as soon as any action is made against it.

 

10 of Diamonds - When played, the player is imbued with immense power. Cast a random Wild Magic spell (Targets chosen randomly via dice roll)

 

10 of Hearts - When played, the landscape around the card is overcome by an illusory spell causing it to transform into a fiendish hellscape. All characters (besides the player) must make a wisdom saving throw to see if they realise the illusion is real or not. Allied players may make the roll with advantage

 

9 of Spades - When thrown, deal 1d4 fire damage.

 

9 of Clubs - When drawn, the player is Silenced for 1 hour. The player may not speak. Any spells which require an audible component cannot be cast. The player may communicate in simple signs or writing if they please.

 

9 of Diamonds - When drawn, a shimmering star-like diamond appears before the player. This star is a god-like angelic being which guides the players next move. The next action the player makes is made with advantage.

 

9 of Hearts - When drawn, the player's deepest desire appears before them. Roll a D20. If the number is Odd, the player is entranced by their deepest desire and misses their next action. However, if the number is Even, the player becomes overcome with feelings of passion and gains advantage on the next roll of their choice.

 

8 of Spades - When thrown, deal 1d4 cold damage.

 

8 of Clubs - When played, the power of nature is unleashed within a 20ft radius of the player. A mild earthquake occurs dealing 1d6 bludgeoning damage to all characters (including allies) caught within the area of effect. All characters caught must make a 10 DEX saving throw or become stunned for a round. The player is unaffected.

 

8 of Diamonds - When played, all allied weapons are imbued with the power of fire, giving all allies that make an attack with a melee or ranged weapon during the next round to deal an extra 1d4 fire damage.

 

8 of Hearts - When played, The player becomes extremely persuasive. If a persuasion roll is made and the player rolls below any amount to persuade a character, the player may reroll once. The next roll must be used even if it is less than the previous roll. This sudden confidence lasts for 1 hour or until a perception roll is made.

 

7 of Spades - When thrown, deal 1d4 acid damage.

 

7 of Clubs - If this is held and the players health drops to or below 0, the player enters a stasis mode, keeping the player safe from any attacks made within the round. When the player comes out of stasis, they are healed by one health point, keeping them barely alive. This card dissipates in a quarter of the time taken for any other card to dissipate and dissipates when used.

 

7 of Diamonds - When drawn, the player casts Prestidigitation. This must be cast no matter what. The target may be chosen by the DM. After the DM chooses the target, the player may choose the origin of the spell.

 

7 of Hearts - When drawn, a blood-curdling scream is suddenly heard 100 ft away from the party in any random direction. The party must succeed a 13 Perception saving throw to see if they believe if the scream is real or not.

 

6 of Spades - When thrown, deal 1d4 necrotic damage

 

6 of Clubs - When played, siphon 1d4 + your spellcasting modifier from an opponent's health and add it to your temp hp for 2 hours. If no enemies are present, the spell fails and you lose 1d4 health. If this card dissipates, it is played automatically.

 

6 of Diamonds - When placed, the DM chooses 3 magical items at random. The DM then must choose a magical item out of that three and the magical item is summoned at the spot the card is placed. This item transforms into a non magical and completely normal stick after one hour.

 

6 of Hearts - When played, rally all allies within 10ft of the player. Rallied enemies gain immense confidence in their combat abilities, giving them the option to reroll their next attack roll. The new roll must be used.

 

5 of Spades - When thrown, deal 1d4 bludgeoning damage

 

5 of Clubs - When drawn, this card dissipates. The next card drawn is a random Spades card.

 

5 of Diamonds - When played, summon an exotic animal which follows you until removed / sold / killed

 

5 of Hearts - When held, next combat round, deal 3 damage to the closest enemy.

 

4 of Spades - When thrown, deal 1d4 force damage and push the target back by 10ft.

 

4 of Clubs - When drawn, add a healing potion to your inventory.

 

4 of Diamonds - When drawn, the ground withers and dies, all vegetation within a 50ft radius curls and dies.

 

4 of Hearts - When played, a random martial weapon appears on the ground next to the player. This weapon lasts forever and can be used by anybody.

 

3 of Spades - When thrown, deal 1d4 piercing damage.

 

3 of Clubs - When drawn, add 1d6 to your next dice roll.

 

3 of Diamonds - When thrown, deal 1d4 cold OR fire damage.

 

3 of Hearts - when thrown, deal 1d4 necrotic OR radiant damage.

 

2 of Spades - When thrown, deal 1d4 radiant damage.

 

2 of Clubs - when thrown, deal 1d4 piercing OR bludgeoning damage.

 

2 of Diamonds - When thrown, deal 1d4 acid OR lightning damage.

 

2 of Hearts - when played, heal all allies 1d4 + your INT modifier.

 

Joker (Red) - When drawn, gain a random stat boost for a day, but you also gain a random status effect chosen from 3 random effects by the DM.

 

Joker (Black) - When drawn, the next card drawn instantly dissipates and another card is drawn. The drawn card must be played no matter what.

 

 

Feel Free to alter any card effects at will based on your campaign and DM preferences.

Proficiency with a Dart allows you to add your proficiency bonus to the attack roll for any attack you make with it.


This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.

Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.

Notes: the weilder needing to have gambled at least once and must be picked as Norebo's champion., Finesse, Thrown, Vex

GordonRamsayy

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