With this spell you let lady luck decide your fate. You can embue your Tarot Cards with elemental energy using your action and whatever spell slot you want. After deciding on a target, roll a percentile dice to determine what effect your card may have. Then roll 3d6 damage (corresponding the type of damage with the effect you got) adding 1d6 for each spell slot above 1st level.
1-10 Acid Card: You throw a card that in mid air turns into a blob of purple acid. When you hit a creature with the Acid Card they loose AC equal to your proficiency bonus. This does acid damage.
11-20 Cold Card: You throw a card that in mid air turns into a giant snowflake and freezes them to the ground. When you hit a creature with the Cold Card they cant move on their next turn unless they use an action to do so. After they used their action to break the ice or didn't move for a turn they break free at the beginning of their NEXT turn. This does cold damage.
21-30 Fire Card: You throw a card that in mid air turns into a small scale fireball. When you hit a creature with the Fire Card they ignite and take one Torat Card damage die per turn at the beginning of their turn until they use an action to extinguish the fire or finish their turn in the prone position. This does fire damage.
31-40 Force Card: You throw a card that in mid air has a huge gust of wind behind it. When you hit a creature with the Force Card they must make a STR saving throw against your spell save DC, if they fail you can either push them back 15 ft or knock them prone, your choice. This does force damage.
41-50 Lightning Card: You throw a card that in mid air starts to conduct lightning. When you hit a creature with the Lightning Card they must make a CON saving throw or be stunned until the end of their next turn.
51-60 Necrotic Card: You throw a card that in mid air turns black and translucent with a dark mist trailing behind. When you hit a creature with the Necrotic Card you heal yourself for half the amount of damage you did. This does necrotic damage.
61-70 Poison Card: You throw a card that in mid air turns into a poisonous snake that then bites it's target. When you hit a creature with the Poison Card they must make a CON saving throw or be poisoned. This does poison damage.
71-80 Psychic Card: You throw a card that finds its way right to the forehead of the target (or where the brain would be). When you hit a creature with the Psychic Card they must make a WIS or INT saving throw or forget what happened within the last minute. This does psychic damage.
81-90 Radiant Card: You throw a card that starts to be almost as bright as the sun and leaves a fading streak of light behind as it reaches its target. When you hit a creature with the Radiant Card they start to glow and the next attack on them has advantage. This does radiant damage.
91-100 Thunder Card: You throw a card that in mid air turns into a strike of thunder. When you hit a creature with the Thunder Card they must make a CON saving throw or be deaf for one minute. This does thunder damage.
* - (1 Playing Card)Previous Versions
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Posted May 20, 2021this is great i wish it can be use for arcane trickster