Level
4th
Casting Time
1 No Action
Range/Area
Sight
Components
S, M *
Duration
Concentration 6 Rounds
School
Conjuration
Attack/Save
None
Damage/Effect

You yeet a deck of cards onto yourself or towards another creature within throwing distance, and choose fortune or misfortune. No matter which one you choose, for the next 6 rounds, roll a d6 at the beginning of their turns, ignoring outcomes you've already rolled. The following is fortune, with an applicable misfortune said afterwards:

 

  • High Card – Nothing special.

  • Pair – They gain +2d4 bonus damage on their next. Misfortune means they lose that much damage for their next attack.

  • Three of a Kind – They gain advantage on their first saving throw this turn. Misfortune flips this into disadvantage.

  • Straight – Their speed increases by 20 ft. until the end of their turn. Misfortune decreases it.

  • Flush – They gain +2d8 temporary hit points. Misfortune means they take that much psychic damage.

  • Royal Hand – They gain two effects of your choice from the above.

 

 

* - (a deck of cards)

Available For: Bard Ranger Sorcerer Warlock

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