Level
Cantrip
Casting Time
1 Bonus Action
Range/Area
30 ft.
Components
M *
Duration
1 Minute
School
Evocation
Attack/Save
Ranged
Damage/Effect
Bludgeoning (...)

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.)

Spell Tags: Damage Control Debuff Combat Charmed

Available For: Bard (Legacy) Rogue (Legacy) - Arcane Trickster (Legacy)

Uskius

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