You channel your chaotic and celestial power through your playing card deck and throw a card at your enemy. Make a ranged spell attack against the target. On a hit, the target takes 1d10 damage. The type and any special buffs or debuffs are determined by a real life card you draw from your deck. See the chart below.
The spell allows you to throw more than one card when you reach higher levels: two cards at 5th level, three cards at 11th level, and four cards at 17th level. You can direct the cards at the same target or at different ones. Make a separate attack roll for each card.
Unlocked at level 2 with cards 2-10. Gain the next sequential card per level until the 7th level when the Jokers are unlocked. Use the full deck at all times, locked cards drawn have no abilities.
Suite:
Club: Your attack does half damage before adding the adding the modifier
Diamond: 1d4 gold coin shoots out of the card upon impact and falls to the ground
Heart: Heal yourself for 1d4 hit points
Spade: Your ability of the next card thrown is negated
Note: All weaknesses and resistances last until the end of your next turn.
Number:
2: Damage converted to Piercing damage. Creates Resistance to this damage type on a black card/ Weakness to this damage type on a red card.
3: Damage converted to Slashing damage. Creates Resistance to this damage type on a black card/ Weakness to this damage type on a red card.
4: Damage converted to Bludgeoning damage. Creates Resistance to this damage type on a black card/ Weakness to this damage type on a red card.
5: Damage converted to Cold damage. Creates Resistance to this damage type on a black card/ Weakness to this damage type on a red card.
6: Damage converted to Fire damage. Creates Resistance to this damage type on a black card/ Weakness to this damage type on a red card.
7: Damage converted to Force damage. Creates Resistance to this damage type on a black card/ Weakness to this damage type on a red card.
8: Damage converted to Acid damage. Creates Resistance to this damage type on a black card/ Weakness to this damage type on a red card.
9: Damage converted to Necrotic damage. Creates Resistance to this damage type on a black card/ Weakness to this damage type on a red card.
10: Damage converted to Radiant damage. Creates Resistance to this damage type on a black card/ Weakness to this damage type on a red card.
Face Cards and Aces:
Ace: +1d8. Damage converted to Psychic damage. Black card create Resistance to this damage type and make you go prone. Red cards create Weakness to this damage type and Charms the enemy.
King: +1d6. Damage converted to Lightning damage. Black card create Resistance to this damage type and paralyze you. Red cards create Weakness to this damage type and paralyzes the enemy.
Queen: +1d6. Damage converted to Poison damage. Black card create Resistance to this damage type and poisons you. Red cards create Weakness to this damage type and poisons the enemy.
Jack: +1d4. Damage converted to Thunder damage. Black card create Resistance to this damage type and stuns you. Red cards create Weakness to this damage type and stuns the enemy.
Joker: Roll 1d6:
On a 1-3: A demonic Joker appears and shoves you into a dimensional rift. Roll 1d20 each turn. You tumble around in this rift until you roll a 15 or higher or after 3 turns.
On a 4-6: A demonic Joker guides your card towards a vital organ. You do not need to roll an attack roll and this attack is a critical hit. After damage, the target is petrified.
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