Cards (5e Equipment)

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Wondrous item, Rare

A seemingly normal deck of 54 playing cards, that when thrown, have unique effects

When a character first uses this deck, it changes its appearance to fit the one who uses it. Make a ranged weapon attack to hit, unless the suit of the card you drew was hearts, in which case it automatically hits. For damage, use the number of the card that was drawn, plus your INT, WIS, or CHA mod, whichever is highest. With an ace, flip a coin, on heads the number is 11, on tails it is a 1. The suit of the card determines the damage type, as following: Clubs deal Bludgeoning damage, Spades deal Piercing, Diamonds deal Slashing, and Hearts will Heal whatever was hit. If you draw a joker, you draw the next 3 cards in the deck. The face cards cast spells, as seen below.

Jack of Clubs, Thorn whip; Jack of Spades, Dissonant Whispers; Jack of Diamonds, Lightning Lure; Jack of Hearts, Sanctuary

Queen of Clubs, Snare; Queen of Spades, Acid Splash; Queen of Diamonds, Mind Spike; Queen of Hearts, Sleep

King of Clubs, Chromatic Orb; King of Spades, Color Spray; King of Diamonds, Ray of Sickness; King of Hearts, Catapult

The spell save DC for these spells if it needs one is 8 + Proficiency Bonus + INT/WIS/CHA mod, if it is to hit, use INT/WIS/CHA as the spell casting modifier. These spells are casted at the highest level possible for your level, according to the Warlock slot level column.

Once a card is thrown, it will disappear. As a Bonus Action, you can reshuffle whatever cards are left in the deck. On a long rest, the thrown cards will magically be re-added to the deck, and the deck will also be shuffled automatically


Thrown (40/100) Special Ammunition

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