Level
Cantrip
Casting Time
Action
Range/Area
Touch
Components
None
Duration
Until Dispelled or Triggered
School
Conjuration
Attack/Save
None
Damage/Effect

At the beginning of level 9, the Jester has the ability to summon strength through the Tarot Cards. The Jester can only wield (your Charisma modifier + half your proficiency bonus) cards before having to complete a long rest, not including "The Fool". Once he chooses either the Light or Dark Tarot Cards, he can only summon from that deck selection for the day, "The Fool" not included. From the light deck he may choose which card he summons. From the dark deck he chooses the card summoned at random, rolling 1d10 to decide.

Light Deck

The Magician: You can conjure 1 magical weapon of his choice that lasts for the next hour.
The High Priestess: You can use his bonus action to cast healing word on a creature.
The Empress: You gets a +1 to all saving throws for the next minute.
The Emperor: When you are hit with an attack, you can use your reaction to make one attack against the creature that targeted you.
The Hierophant: You gain a +3 on their next Stealth or Insight check.
The Lovers: When one ally is struck within 30 feet of the jester by a hit that causes their hit points to drop to 0 or lower, the jester may swap hit points with their ally.
The Chariot: Your walking speed increases by 10 feet until the start of your next turn. In addition, if you aren't incapacitated, the walking speed of any ally who starts their turn within 20 feet of you increases by 10 feet until the end of that turn.
Strength: When you hit a creature with an attack, you can maximize the dice roll for that attack, after which you can't move or take actions until after your next turn, as a wave of lethargy sweeps over you.
The Hermit: You gain the ability to telepathically relay information to everyone he considers allies within a number of miles equal to your jester level for 5 minutes.
Justice: When you are attacked you can use your reaction to halve the damage that would be dealt to you.

Dark Deck

1. The Thief: The jester can turn invisible if they are in dim-light or darkness for the next 5 rounds.
2. The Watcher: For the next 5 minutes you can see through magical and non-magical darkness.
3. The Moon: When you cast this card all lights within 120ft are snuffed out; magic lights are snuffed out for 10min and non-magic lights are snuffed out forever.
4. The Hanged Man: The Jester is able to restrain a single target with magical rope. The target must role a DEX saveing throw with a DC of 8 + half Jester's level rounded down + DEX mod. If they succeed the Save, they are only restraint. If they fail the save, the Jester can choose to whether or not hang the target by their neck, dealing 1d8 damage per turn until the target is released by an outside force.
5. Death: The Jester marks this enemy for death, dealing 1d12 necrotic damage to the enemy. Additionally, if the target's hit points fall to 0 within 3 rounds of being afflicted by this card they die instantly. If this effect is activated the jester chooses one ally or himself to fall to -1 HP.
6. Temperance: The Jester is able to take the damage of an enemy in turn sequences evenly divisible by the damage to the lowest number of rounds possible. E.G, if an enemy deals 12 damage to the Jester, he is able to take 6 damage one turn and then 6 damage his next turn AFTER he finishes his actions.
7. The Tower: The Jester is able to destroy any weapon within 20 ft from him that is not being held by a creature and that is not magical.
8. The Star: The Jester may force succeed a saving throw made by one ally at the expense of receiving the effect of a failed saving throw themselves.
9. The Sun: The Jester can instantly negate all negative mind effects afflicting him or a single creature they can see.
10. Judgement: The Jester is able to revive a single ally within 60 ft of them from death the round that they fail their last death saving throw, but at the cost of knocking the jester unconscious for 1d8 rounds.
Shovel_Mann

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