*To use this weapon, you must have a standard deck of playing cards with you, including 52 cards and 2 Jokers.
This weapon cannot be used for melee attacks and must be thrown.
When you take the Attack action or cast a spell using these cards, draw the top card of the deck. After used the card disappears and is discarded. The discarded cards return to the deck magically at the end of a long rest.
When casting a spell or attacking one of the following effects occurs, based on the card you draw:
| Cards | Effect | |
| Attack | Spell | |
| Ace of Spades. | When you attack with this card you automatically hit with a critical hit. Additionally you can immediately make one additional attack with the deck. | If using a spell that targets an opponent, you automatically hit with a critical hit. If the spell requires a saving throw, the creature automatically fails (or critically fails if you use that rule). If a healing spell was cast, double the number of hit points restored. Any other effect of the spell occurs as normal. |
| Ace of Hearts | When you attack with this card you immediately regain spell slots up to a combined level up to your proficiency bonus. | The spell activates as if you used a spell slot of one level higher. If a 9th level spell slot was used, you regain a spell slot of 8th level or lower. |
| Ace of Diamonds | If you hit with this card it shatters dealing damage to all creatures of your choice within 5ft of the original target. | You can choose one metamagic to affect the spell without the need to know it or posses sorcery points. |
| Ace of Clubs | When you discard this card you are immediately healed to max HP. | The spell activates as normal. If the spell deals damage, the creature makes a Constitution saving throw against your spell save DC, the creature takes an extra 1d8 force damage per level of the spell on a success, or immediately drops to 0 HP on a failure, and if it heals, it heals an extra 1d8 hit points per spell level. |
| Twos. | You automatically miss with the attack. | The spell fails to activate. You still lose the spell slot. |
| Threes. | You have disadvantage on the attack roll. | If using a spell that targets an opponent, you have disadvantage on the attack roll. If the spell requires a saving throw, the creature has advantage on the saving throw. If a healing spell was cast, divide the number of hit points restored by two, rounding down. If it causes any other effect, the spell fails to activate, and you lose the spell slot. |
| Fours. | Your attack heals the target instead of dealing damage to it. | If using a spell that targets an opponent, you automatically miss with a critical failure. If the spell requires a saving throw, the creature automatically succeeds (or critically succeeds if you use that rule). If using a healing spell, the target is damaged instead of healed. If it causes any other effect, the spell cannot activate, but you still lose the spell slot. |
| Fives. | Nothing changes about the attack | The spell activates as normal. |
| Sixes. | You have advantage on the attack roll. | If using a spell that targets an opponent, you have advantage on the attack roll. If the spell requires a saving throw, the creature has disadvantage on the saving throw. |
| Sevens. | If you hit the target's movement is reduced by 10 feet until the end of it's next turn. | The spell activates as normal. If the spell deals damage, it deals an extra 1d4 force damage per level of the spell, and if it heals, it heals an extra 1d4 hit points per spell level. |
| Eights. | When you attack with this card you can immediately make an attack roll against another target that is within 5ft of the original target. | The spell activates as normal. You can immediately move up to your speed without provoking opportunity attacks. |
| Nines. | This card deals a different type of damage depending on the suit. Spades: Frost Hearts: Fire Diamonds: Lightning Clubs: Force | If you cast a spell of any level the spell is cast normally but a spell slot of a level lower is consumed. If a spell of 1st level was cast the spell instead consumes no spell slot. |
| Tens. | When you draw this card you may can target a location you can see within 30 feet of you, instead of a creature and send the card there. Within the next minute you can teleport to the card with a bonus action. | The spell activates as normal. You can instantly teleport up to 30 feet away to an unoccupied space. |
| Jacks. | If you hit the target, until the end of it's next turn it cannot take reactions. | The spell activates as normal. You can choose to immediately cast Invisibility on yourself without using an action or spell slot. |
| Queens. | If you hit the target on top of the normal attack damage it's as if you had cast the charm person spell on it's base level without expending a spell slor or any components. | If a healing spell was cast, double the number of hit points restored. |
| Kings. | If you hit the target, until the end of your next turn you get advantage on attack rolls made against that target. | The spell activates as normal. You get a d10 inspiration die that lasts for one minute. During that time, you can use the die to add 1d10 to any ability check, attack roll, or saving throw. The inspiration die disappears when you use it or when a minute has passed. |
| Joker. | Roll on the Wild Magic Surge table to create a random magical effect centered on the card. | Roll on the Wild Magic Surge table to create a random magical effect. |
Proficiency with a Dagger 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.
Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.
Notes: a spellcaster, Finesse, Light, Thrown, Nick
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