Level
3rd
Casting Time
1 Reaction *
Range/Area
Sight
Components
S, M **
Duration
1 Minute
School
Conjuration
Attack/Save
None
Damage/Effect
You shuffle your deck and scatter a hand of cards around you in a 10-foot radius. Each card glows with a faint, mystical light and emits an aura of luck. When you or an ally within the radius makes an attack roll, saving throw, or ability check, they can draw a card to gain an effect. Roll a d4 to determine the card's effect.
- (Ace): Add a 1d6 to the roll.
- (Face Card): Gain advantage on the roll, and an action surge.
- (Number Card): Reflect the damage back onto the caster that caused a saving throw by 1d10 of their damage type.
- (Joker): The next successful attack roll deals an additional 1d8 force damage.
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