Level
Cantrip
Casting Time
1 Action Ritual
Range/Area
Sight
Components
V, S, M *
Duration
Concentration 1 Hour
School
Divination
Attack/Save
None
Damage/Effect

You call out to your third eye and your deck responds. Your cards float around you in a varying display. Your cards will stay out until you want them to stop. Cards that are present in your hand when you disable the ability are kept;  cards that are evoked or burnt also stay. After using an action to cast this spell, you can use a free action (once per turn) and bonus action every turn to:

  • Draw - Roll a d20 and draw a card corresponded to it.
    • 1 - The Magician: When evoked, the Magician card will allow you to regain one bardic inspiration to yourself. When enhanced, you can give a spell slot to any target.
    • 2 - The High Priestess: When evoked, the High Priestess will allow you to heal anyone for 2d4. When enhanced, the target will also gain 1d4 extra hit points for 1 turn.
    • 3 - The Empress: When evoked, the Empress will increase a target's charisma by a d5 for 2 turns. When enhanced, the charisma gain will be d10 and an extra target will be charmed if they fail a DC (Spell Save) wisdom save.
    • 4 - The Emperor: When evoked, the Emperor will allow you to command one target to perform any task against a DC (Spell Save) Wisdom save. When enhanced, this effect cannot be avoided. (No, you cannot command someone to kill them self)
    • 5 - The Hierophant: When evoked, the Hierophant will allow you to change your affiliation (i.e. Chaotic Evil, Lawful Good, etc.) for 5 turns. When evoked, you can target anyone else with this effect, and it cannot be avoided.
    • 6 - The Lovers: When evoked, the Lovers will allow you to link a target to yourself. Whenever you take damage, they take the same amount. They cannot purposefully harm you in any way. When enhanced, you will be able to link any two targets. After they get hit, the connection disappears.
    • 7 -  The Chariot: When Evoked, the Chariot will allow you to increase a target's movement speed by 30 ft. When enhanced, the movement speed can be spread through touch. The speed effect will last until the any target effected is damaged.
    • 8 - Strength: The Strength card will give any target increased Strength and Constitution on a d4 roll. When enhanced, the effect is increased by a d10 roll and will disappear after 2 turns.
    • 9 - The Hermit: The Hermit card will grant any target d4 worth of wisdom and intelligence for 3 turns. When enhanced, the caster and target will have advantage on wisdom and intelligence saves.
    • 10 - The Wheel of Fortune: The Wheel of Fortune will grant the effects of one of the other cards (d20 roll). When enhanced, it will allow you to choose which one it will cast.
    • 11 - Justice: Justice will make all of one target's stats turn into the mean of the total. When enhanced, you get to choose any stat number on their sheet and make all of the other stats equal to it.
    • 12 - The Hanged Man: The Hanged Man will grant you flight for 10 turns (flight speed is 50 ft.) When enhanced, the effect will be able to be transferred on to any other target.
    • 13 -  Death: When evoked, the Death card will add a Death counter to any target. After 2 counters are stacked on the target, they will take 2d20+CHA. When enhanced, the effect will happen instantly.
    • 14 - Temperance: When you evoke Temperance, you will share one effect that you have to all of your teammates. When enhanced, ALL of the stats that any teammate has will be shared. 
    • 15 - The Devil: When you evoke the Devil, you can sacrifice another card to add any effect onto any target. When enhanced, you can don't need a sacrifice. 
    • 16 - The Tower: The Tower will grant +5 to all stats for any target, however, all attacks will be redirected to them for 5 turns. When enhanced, they will only take 2 redirected attacks.
    • 17 - The Star: When you evoke the Star, a single target you choose will have a small star follow them. At any given moment, you can, instead of drawing, teleport to said star. When enhanced, teammates can use this ability instead by expending your draw phase.
    • 18 -  The Moon: The Moon will grant the caster the ability to cure one effect from any target. When enhanced, the caster can remove one effect from any 3 targets.
    • 19 -  The Sun: The Sun will grant immolation to any target. When enhanced, deal damage to all enemies equal to d4 roll, burning them if it misses.
    • 20 -  Judgement: Judgement will grant you the ability to revive someone on Death's Door, dependent on a coin flip. The only way to enhance this card is by burning The Devil, and when enhanced, it doesn't require coin flip.
    • The Fool: Evoking the Fool allows for a combination effect of cards once. This card cannot be burned or enhanced.
    • The World: Return all burned and evoked cards back into the deck. This card cannot be burned or enhanced.
    • The Ace of Pentacles: Having the Ace of Pentacles after using The World will allow your next deck of cards to be enhanced, exhausting The Ace of Pentacles. In this new deck, after keeping any card in your hand for 1 turn, they will automatically be enhanced the next. This effect only lasts for your current deck and will dissipate after you reset your deck again.
    • The Ace of Wands: After resetting your deck with this card in hand, your next deck will allow you to start with three cards of your choice in your hand. Evoking a card enhanced by Burn in this deck will put it back in the deck once (unique to each card).This effect only lasts for your current deck and will dissipate after you reset your deck again.
    • The Ace of Swords: After resetting your deck with this card in hand, your next deck will allow you to deal 2d10 damage to any target (roll for wis) whenever you burn a card. You can choose to store this damage and release it with a maximum of 8d10. This effect only lasts for your current deck and will dissipate after you reset your deck again.
    • The Ace of Goblets: After resetting your deck with this card in hand, your next deck will allow you to hold up to five cards in your hand. Each unique card will have an extra copy of itself within this deck, theoretically giving the deck 44 cards.

Combos (can only be used if the Fool is present):

  • The Empress + The Emperor = The Monarchy: All enemies that are in line of sight will fall under your command for 1 turn, in which you can command them to do whatever you please. They cannot break free from this effect.
  • The Star + The Sun + The Moon = The Cosmos: Select three teammates and three enemies to target. Your teammates will have all debuffs cured and be healed for 2d10. Enemies will take 2d10 holy damage in 3 turns. If they one enemy dies to this effect, activate it again, but halved.
  • The Devil + The Wheel of Fortune = Grand Roulette: For every card you have burned from your hand, target up to 1d10 targets and make them roll 1d10 for damage (separate rolls per burned card; can be affected by dis and ad.)
  • Temperance + Death = Dooms Day: All enemies in sight will gain one death counter, but for every Death or Temperance card you have burned before, add another counter.
  • The Tower + The Lovers = The Martyr: Give a target + 10 in all stats and link them to another target. If that other linked target were to get hit or targeted, the marked "Martyr" will take the hit instead. This effect lasts for 3 turns.
  • The Tower + The Emperor = The Cavalry: You summon 2 card soldiers to come to your aid. When a card soldier is in a 50 ft. radius of an attacker, the attacker will target the soldier without fail. If another entity is in the radius with the soldier, the soldier will be the first to get targeted. Each soldier can take up to 2 hits (no specified damage type), and cannot attack, but will follow your command and for the price of one action per command. When destroyed, each soldier will grant you one random card if you don't have cards already.
  • The Magician + The High Priestess = The Ewer: You emit a wave of energy in a 30 ft. radius. Anything in that radius will gain the benefits of one long rest.

You can only have a maximum of 3 cards in your hand at any given moment. When you have a card, you can use an action to channel it and activate it's effect once per turn (excluding combos). This is called Evoke. When you evoke a card, you cannot evoke another one of the same type in consequent order. Alternatively, you can also Burn a card to enhance the effect of the card that is played next. Additionally, by using both your action and bonus action, you can use Royal Road to evoke all the cards you have in your hand at present. Burning a card before hand will only grant an enhancement to one of the cards evoked in this manner. After using Royal Road, you cannot evoke for 1-2 turns (coin flip). For every card you burn, you build up your Divination counter, which will allow you to have choose in between the cards "The World" and "The Fool" to add  to your hand when it reaches 6 burned cards. These cards will only be available for one use and will not count towards your card count. Any burned or evoked cards will not appear in the deck again until they are restored by "The World". Alternatively, you can expend 3 divination points to choose to gain one of 4 other cards. These include The Ace of Pentacles, The Ace of Wands, The Ace of Swords, or The Ace of Goblets. You can only gain one of these cards every 3 turns, and like The World and The Fool, they cannot be burned or enhanced. If you roll for a card draw and the card does not exist anymore, choose the next card closest to it in the rankings. If you were to run out of cards, this spell cannot be used again until the end of a short or long rest.

Side Effect: Concentrated and Spiritual

When using this spell, you are more prone to damage, taking double hits instead of just one. Additionally, your movement speed is reduced by half. 

 

5   Additional Count   0 1 Extra card in hand. (1 extra, total of 4)  
10   Additional Count   0 1 Extra card in hand. (2 extra, total 5)  
15   Additional Count   0 1 Extra card in hand. (3 extra, total 6)  
20   Additional Count   0 1 Extra card in hand. (4 extra, total 7)
* - (Deck of Cards)

Available For: Bard (Legacy)

Crumpetsby

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