You throw your fate at the heart of the cards and call on your magic to win the day. On cast and once per turn for the spell's duration as a bonus action, you can roll 1d20 to draw a card, holding up to five cards total. If you have five cards you may discard one and draw another as a bonus action once on your turn.
The cards for this spell come in four suits, which determine damage type: Hearts(Psychic, 1), Clubs(Bludgeoning, 2), Diamonds(Radiant, 3), and Spades(Necrotic, 4). Whenever you draw a card, roll 1d4 to determine its suit. You can't have multiples of the same suit and number of any card, and must reroll for another one if you get a duplicate.
When rolling the d20, reroll any time you get a result of 14 or higher. All rolls deal damage equal to their roll, which does not count as a damage roll. Results of 1 are called Aces, results of 11 Jacks, results of 12 Queens, and results of 13 Kings. Additionally, Jacks, Queens and Kings have effects: Kings frighten any creature hit with them for 1 round, Queens charm any creature hit with them for 1 round, Jacks gives creatures hit with them disadvantage on attack rolls against you for 1 round.
Certain combinations of cards have different effects:
- A Royal Flush, which consists of an Ace, King, Queen, Jack, and ten card all of the same suit, stuns creatures hit with them for 1 round.
- A Straight Flush, which consists of five cards of the same suit in sequence(but isn't a Royal Flush), causes any creature hit to take the total damage of the cards in addition to the card's damage.
- Four-of-A-Kind, which consists of four of the same card in different suits, restrains creatures hit with them for 1 round.
- A Full House, which consists of 3 of the same card and a pair, blinds creatures hit for 1 round.
- A Flush, which consists of five cards of the same suit but not in sequence, deafens creatures hit for 1 round.
- A Straight, which consists of five cards in sequence but not of the same suit, knocks creatures hit prone.
- Three-of-A-Kind, which consists of three of the same card, deals an additional 3xspellcasting ability modifier damage on a hit.
- Two Pairs, which consists of two pairs of the same card, deals an additional 2xspellcasting ability modifier damage on a hit.
- A Pair, which consists of two of the same card, deals spellcasting ability modifier extra damage on a hit.
On your turn during the spell, you can use an action to make a number of ranged spell attacks against a number of creatures in range equal to your cards or the same creature. On a hit, the target takes the damage and effects of all the cards it is hit with, and this spell ends. On a critical hit, the cards burst with power, and deal their damage(but not effects) to other creatures within 5 feet of the target instead of gaining an additional die of damage.
At levels 5, 11, and 17, you gain a Joker when you cast this spell, which you can substitute for any card drawn.
* - (A deck of playing cards.)
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