Magic Deck (5e Equipment)

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Weapon (Deck of Cards), rare (requires attunement by a spellcaster)

This item can be used as a deck of cards, a thrown weapon, and a spellcasting focus.


Weapon Cost Damage Weight Properties
Magic Deck 10,000 gp 1d4 magical piercing 2 lb. Finesse, Light, Thrown (Range 20/60), Special*
*To use this weapon, you must have a standard deck of playing cards with you, including 52 cards and 2 Jokers.
This weapon cannot be used for melee attacks and must be thrown.



When you take the Attack action or cast a spell using these cards, draw the top card of the deck and discard it, setting it aside. You can choose to shuffle the discarded cards back in when all the cards have been discarded or when you take a short rest, and you must shuffle all your cards back in when you take a long rest.

When casting a spell, one of the following effects occurs, based on the card you draw:


Ace of Spades. If using a spell that targets an opponent, you automatically hit with a critical hit. If the spell requires a saving throw, the creature automatically fails (or critically fails if you use that rule). If a healing spell was cast, double the number of hit points restored. Any other effect of the spell occurs as normal.

(All Other) Aces. If using a spell that targets an opponent, you have advantage on the attack roll. If the spell requires a saving throw, the creature has disadvantage on the saving throw. If a healing spell was cast, double the number of hit points restored. Any other effect of the spell occurs as normal.

Twos. The spell fails to activate. You still lose the spell slot.

Threes. If using a spell that targets an opponent, you have disadvantage on the attack roll. If the spell requires a saving throw, the creature has advantage on the saving throw. If a healing spell was cast, divide the number of hit points restored by two, rounding down. If it causes any other effect, the spell fails to activate, and you lose the spell slot.

Fours. If using a spell that targets an opponent, you automatically miss with a critical failure. If the spell requires a saving throw, the creature automatically succeeds (or critically succeeds if you use that rule). If using a healing spell, the target is damaged instead of healed. If it causes any other effect, the spell cannot activate, but you still lose the spell slot.

Fives. The spell activates as normal.

Sixes. The spell activates as normal.

Sevens. The spell activates as normal. If the spell deals damage, it deals an extra 1d4 force damage per level of the spell, and if it heals, it heals an extra 1d4 hit points per spell level.

Eights. The spell activates as normal. You can immediately move up to your speed without provoking opportunity attacks.

Nines. The spell activates as if you used a spell slot of one level higher. If a 9th level spell slot was used, you regain a spell slot of 8th level or lower.

Tens. The spell activates as normal. You can instantly teleport up to 30 feet away to an unoccupied space.

Jacks. The spell activates as normal. You can choose to immediately cast Invisibility on yourself without using an action or spell slot.

Queens. The spell activates as normal. You can immediately move up to your speed without provoking opportunity attacks.

Kings. The spell activates as normal. You get a d10 inspiration die that lasts for one minute. During that time, you can use the die to add 1d10 to any ability check, attack roll, or saving throw. The inspiration die disappears when you use it or when a minute has passed.

Joker. Roll on the Wild Magic Surge table to create a random magical effect.

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Source

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