Wondrous Item, rare

This item is not a physical item, but a modifier applied to The Deck of Aspects. The affect of this item is attributed to The Deck of Aspects after a character has emptied the deck of all of it's cards. 

The Aspect of Duty augments how The Deck of Aspects may be used.

While The Aspect of Duty is active, a creature attuned to The Deck of Aspects may draw from the deck gaining powerful affects for use at a later time. Only one affect may be stored at any given time, and should another card be drawn utilizing this ability, the previous affect can no longer be used, and any active affects are nullified. Affects triggered by draws that would draw additional cards are treated as a single affect for the purposes of this ability.

Ace: When an Ace is drawn from The Deck of Aspects in this way, once in the next 24 hours whenever you would roll initiative, you may instead choose to roll initiative twice. You act on both initiative counts rolled as normal, gain reactions and once a turn affects back on both initiative orders, and all affects you impose on creatures which would end at the start or end of one of you turns last until your second turn.
2: When a 2 is drawn from The Deck of Aspects in this way, the next time you would take damage in the next hour, you gain resistance to that damage.
3: When a 3 is drawn from The Deck of Aspects in this way, the next ability check you would make in the next hour is treated as if the dice rolled 3 higher. If this would cause the dice roll to be a 20 or more, it is treated as a 20 for the dice roll. Add ability modifiers as normal.
4: When a 4 is drawn from The Deck of Aspects in this way, the next 4 attacks taken against you in the next hour are rolled with a -4 to their to hit and damage, with a minimum of 1 damage.
5: When a 5 is drawn from The Deck of Aspects in this way, for the next hour, any time you would roll a 5 on a dice, treat it instead as a 10 even if the dice is incapable of rolling a 10 normally. 
6: When a 6 is drawn from The Deck of Aspects in this way, for the next 3 hours your speed is increased by a 15ft, and you may dodge or dash as a bonus action.
7: When a 7 is drawn from The Deck of Aspects in this way, for the next 3 hours you gain 2 uses of the fighters Action Surge and Second Wind abilities. These uses expire if they are not used, and are not regained on a short or long rest.
8: When a 8 is drawn from The Deck of Aspects in this way, for the next 3 hours the next 2 times you would be reduced to 0hp, instead gain up to half your maximum hit points. Any affects that would immediately kill or down you are not triggered if this ability is triggered in response.
9: When a 9 is drawn from The Deck of Aspects in this way, for the next 3 hours, if you would roll with disadvantage, or a creature would roll against you with advantage, you may choose to have the roll ignore any advantage or disadvantage. You may do this up to 9 times before the affect ends.
10: When a 10 is drawn from The Deck of Aspects in this way, for the next 3 hours, any time you would succeed on a save a spell would impose on you, counter the spell instead. Any spells countered with this affect may be cast once within the time frame of this affect, utilizing the original spells DC, level, and damage rolls (if any). You may use either affect of this ability 10 times before the effect ends (EX: you may counter 5 spells, and cast 5 spells, counter 7 spells, cast 3 spells etc.).
Jack: When a Jack is drawn from The Deck of Aspects in this way, for the next 5 hours, should an ally within 30ft of you fail a saving throw, you may repeat the saving throw utilizing your ability scores and saving throws. Should you succeed on the saving throw, your positions are swapped, and the spell has no affect. You may only use this ability if you are not also an intended target of the spell.
Queen: When a Queen is drawn from The Deck of Aspects in this way, for the next 5 hours you may cast Healing Word and Cure Wounds at 4th level 6 times each. Any healing received by an ally within 30ft of you is duplicated onto you, and all other allies within 30ft of you. Once all uses of Healing Word and Cure Wounds have been expended, this affect ends.
King: When a King is drawn from The Deck of Aspects in this way, for the next 5 hours, you gain an additional reaction, and as a reaction on your turn, you may command an ally within 30ft of you that can see and hear you to take 1 action they could normal take on their turn. They cannot move, or utilize Bonus actions, but they may activate any abilities that would be tied to the action they take in response to this reaction.
Joker: When a Joker is drawn from The Deck of Aspects in this way, for the next 24 hours, whenever you would roll Initiative, roll initiative twice. You act on both initiative counts rolled as normal, gain reactions and once a turn affects back on both initiative orders, and all affects you impose on creatures which would end at the start or end of one of you turns last until your second turn. After you roll initiative, the highest CR enemy creature in combat with you rolls initiative a second time, and acts on both of it's initiative counts. If the creatures has legendary actions, it gains an additional Legendary action, though they will only regain legendary actions on the first of it's turns in turn order. If 2 or more creatures are tied for CR, an additional initiative is rolled that they will collectively share, and alternate utilizing between rounds. Once a combat with a creature possessing legendary actions has concluded, this affect ends. Once a Joker is drawn from The Deck of Aspects, another card may not be drawn in this way for 24 hours or until the affect of The Joker Ends.

Andarius

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