Monk
Base Class: Monk

Way of the Gambler is a magical ability that allows the user to manipulate reality and fate through the use of enchanted playing cards. Each card in the deck holds a different power, and the outcome of the magic depends on the card drawn and the skill of the user.

Deck of Fate

You gain a deck of 52 enchanted cards, each representing a different spell or effect. You can draw a card as a bonus action. The drawn card determines the spell that will be cast. You can influence the draw slightly through your Ki, but there is always an element of chance.

Roll: 1d100

Beneficial Effects:
1. Miraculous Recovery: Instantly restores all your Ki points and heals you and your allies to full health.
2. Time Warp: Grants you an extra turn immediately after your current one, allowing you to act twice in a row.
3. Divine Intervention: Summons a powerful celestial being to aid you in battle for a limited time.
4. Ultimate Buff: Temporarily enhances all your abilities, granting you advantage on all rolls and doubling your damage output for a short duration.
Harmful Effects:
1. Energy Drain: Drains all your remaining Ki points and reduces your health to a critical level.
2. Chaos Surge: Causes a wild magic surge, resulting in random and potentially dangerous magical effects in your vicinity.
3. Backlash: Inflicts severe damage on you and your allies, potentially knocking some of you unconscious.
4. Cursed Fate: Imposes a powerful curse on you, reducing your abilities and making you vulnerable to attacks until the curse is lifted.
Neutral or Mixed Effects:
1. Random Teleportation: Teleports you and your allies to a random location within a certain radius, which could be advantageous or perilous.
2. Mystery Box: Summons a mysterious chest that could contain valuable treasures or dangerous traps.
3. Fate’s Gamble: Forces you to draw another card immediately, with its effects being amplified (both positive and negative)

Ace of Hearts 1-2 Instantly heals you or an ally to full health.
2 of Hearts 3-4 Creates a protective barrier around you or an ally, absorbing damage for 1 minute.
3 of Hearts 5-6 Heals minor wounds and ailments for you and nearby allies.
4 of Hearts 7-8 Grants temporary immunity to poison and disease for 1 hour.
5 of Hearts 9-10 Revives a fallen ally with half health.
6 of Hearts 11-12 Increases the healing received by you and allies for 1 minute.
7 of Hearts 13-14 Purifies the area, removing curses and negative effects.
8 of Hearts 15-16 Creates a healing aura that gradually restores health to all allies (including yourself) within 30 feet for 1 minute.
9 of Hearts 17-18 Enhances your natural regeneration, allowing you to recover from injuries faster for 1 hour.
10 of Hearts 19-20 Summons a spirit guardian that heals and protects you for 1 minute.
Jack of Hearts 21-22 Grants you the ability to transfer your own health to an ally.
Queen of Hearts 24 Bestows a powerful healing spell that can cure even the most severe injuries.
King of Hearts 25 Creates a sanctuary where allies can rest and recover health rapidly for 1 hour.
Ace of Diamonds 26-27 Summons a rain of gold coins, providing wealth or a distraction.
2 of Diamonds 28-29 Increases your luck, improving your chances of finding valuable items for 1 hour.
3 of Diamonds 30-31 Creates a temporary portal to a hidden treasure trove.
4 of Diamonds 32-33 Doubles the amount of gold and valuable items found for 1 hour.
5 of Diamonds 34-35 Grants you the ability to turn objects into gold.
6 of Diamonds 36-37 Summons a golden golem to fight alongside you for 1 minute.
7 of Diamonds 38-39 Increases your charisma, making you more persuasive in negotiations for 1 hour.
8 of Diamonds 40-41 Creates a shield of gold that absorbs damage and reflects it back at attackers for 1 minute.
9 of Diamonds 42-43 Grants you the ability to sense hidden treasures and valuable items nearby for 1 hour.
10 of Diamonds 44-45 Summons a rain of diamonds that can be used as weapons or currency.
Jack of Diamonds 46-47 Bestows you with enhanced luck in all endeavors for 1 hour.
Queen of Diamonds 48 Creates a golden aura that attracts wealth and prosperity for 1 hour.
King of Diamonds 49 Grants you the ability to manipulate wealth and resources on a grand scale for 1 hour.
Ace of Clubs 50-51 Grants you immense strength for 1 minute.
2 of Clubs 52-53 Enhances your physical endurance, allowing you to fight longer without tiring for 1 hour.
3 of Clubs 54-55 Increases your agility and reflexes, making you harder to hit for 1 minute.
4 of Clubs 56-57 Bestows you with the ability to create powerful shockwaves with your attacks for 1 minute.
5 of Clubs 58-59

Deals 5d10 elemental damage to an enemy.

Roll 1d6 for element

1 Fire

2 Cold

3 Lightning

4 Poison

5 Necrotic

6 Radiant

6 of Clubs 60-61 Grants you the ability to temporarily harden your skin, reducing damage taken for 1 minute.
7 of Clubs 62-63 Increases your combat skills, making you more effective in battle for 1 hour.
8 of Clubs 64-65 Creates a berserk aura that boosts your attack power but reduces your defense for 1 minute.
9 of Clubs 66-67 Grants you the ability to summon a powerful warrior spirit to aid you in battle for 1 minute.
10 of Clubs 68-69

Deals 10d10 elemental damage to an enemy.

Roll 1d6 for element

1 Fire

2 Cold

3 Lightning

4 Poison

5 Necrotic

6 Radiant

Jack of Clubs 70-71 Bestows you with the ability to absorb the strength of defeated enemies for 1 hour.
Queen of Clubs 72 Grants you the ability to inspire and rally allies, boosting their combat effectiveness for 1 hour.
King of Clubs 73 Creates a powerful aura of intimidation that weakens enemies and boosts your strength for 1 minute.
Ace of Spades 74-75 Cloaks you in shadows, making you invisible for 1 minute.
2 of Spades 76-77 Grants you the ability to move silently and unseen for 1 hour.
3 of Spades 78-79 Creates a shadow clone that can distract or fight enemies for 1 minute.
4 of Spades 80-81 Bestows you with the ability to see in complete darkness for 1 hour.
5 of Spades 82-83 Grants you the ability to teleport short distances through shadows for 1 minute.
6 of Spades 84-85 Creates a shadowy aura that drains the life force of nearby enemies for 1 minute.
7 of Spades 86-87 Enhances your stealth abilities, making you harder to detect for 1 hour.
8 of Spades 88-89 Summons a shadow beast to fight alongside you for 1 minute.
9 of Spades 90-91 Grants you the ability to manipulate shadows, creating illusions or hiding objects for 1 hour.
10 of Spades 92-93 Bestows you with the ability to phase through solid objects for 1 minute.
Jack of Spades 94-95 Grants you the ability to steal the abilities of enemies you defeat for 1 hour.

Queen of Spades

King of Spades

Joker

95-96

97-98

99-100

Creates a powerful shadow barrier that absorbs and reflects attacks for 1 minute.

Grants you the ability to control and manipulate darkness on a grand scale for 1 hour.

Roll for Negative/Neutral/Beneficial

Gambler’s Luck

You can spend 1 Ki point to enhance your luck temporarily, increasing the chances of drawing a beneficial card. However, overuse can lead to a backlash, causing you to draw a detrimental card

High Stakes

You can wager your own Ki points to amplify the power of a drawn card. For each additional Ki point spent, the spell’s potency increases. However, the risk of severe consequences also increases.

Joker’s Wild

Your deck contains two Joker cards, each with unpredictable and powerful effects. Drawing a Joker can turn the tide of battle, but its effects are entirely random and can be either incredibly beneficial or disastrously harmful.

Arcane Shuffle

As an action, you can shuffle your deck and draw a new card, replacing the current card’s effect. You can use this feature a number of times equal to your Wisdom modifier (minimum of once) per long rest.

Card Mastery

You gain proficiency in Sleight of Hand and can use your Dexterity modifier for any checks involving the manipulation of your cards.

Fate’s Hand

You can draw three cards from your deck and choose which one to use, returning the other two to the deck. You can use this feature once per long rest.

Ultimate Gambit

You can spend 5 Ki points to draw a Joker card and unleash its power. The effects are entirely random but are guaranteed to be of significant impact.

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