Drawing inspiration from games of chance and fortune, you invoke the power of playing cards. When you cast this spell, you channel the unpredictable magic infused within them, granting you the ability to manipulate fate and affect the outcome of events.
When you cast this spell, the following effects occur:
- Card Manipulation: As a bonus action on subsequent turns, you can draw a card from the deck and manipulate its magical properties. Roll a d4 and consult the following options:
- Ace of Destruction: Your next damaging spell or attack gains a +2 bonus to the damage roll.
- King of Protection: You gain resistance to a damage type of your choice until the start of your next turn.
- Queen of Agility: Your movement speed increases by 10 feet until the start of your next turn, and you gain advantage on Dexterity saving throws.
- Jack of Illusions: One creature of your choice within 30 feet makes a Wisdom saving throw. On a failed save, they are inflicted with disadvantage on their next attack roll or ability check before the end of their next turn.
- Card Trick: Once during the spell's duration, when a spell or ability targets you, you can use your reaction to weave a card trick, making them reroll the attack roll or ability check with disadvantage. This feature can only be used against spells or abilities targeted specifically at you.
- Gambler's Fortune: Once during the spell's duration, you can roll 1d20 and store the roll as "Gambler's Fortune." Later, when you make an ability check, attack roll, or saving throw, you can replace the roll with your Gambler's Fortune roll. You must use this feature before the DM determines the success or failure of your original roll.
At Higher Levels: When casting this spell using a spell slot of 3rd level or higher, you can draw an additional card from the deck for each slot level above 2nd. The effects of the additional cards are activated separately and can be used on subsequent turns.
* - (a deck of playing cards)
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