Untitled - Tue 21 Feb 07:09:23 (1d54)

1d54 Result

1

Aces Hearts
From The Ashes: When this card is played, a creature within your range regains hit points equal to two Deck Dice plus your Charisma modifier.

2

Aces Diamonds
One In The Chamber: Perform a ranged spell attack with this card. It is thrown with extreme velocity, doubling its range and dealing 2 Deck Dice of force damage. The attack will travel its full distance, regardless of how many enemies it travels through until it hits a solid wall or object. Any creature behind the first must make a Dexterity saving throw or half of the damage.

3

Aces Spades
Pull Them In: When this card is played, each creature within a 15-foot radius centered around a point within your range takes one Deck Die of force damage and must make a Strength saving throw. On a fail, they are pulled toward the card, and the card crumples. Unsecured objects are also pulled toward the center and unprotected flames are extinguished.

4

Aces Clubs
It's All Luck: For the next 3 hours, you can re-roll any natural 1 on a d20 , Every natural 1 you get you gain 1 gold piece every natural 20 you lose 3 gold pieces.

5

Twos Hearts
Heavy Handed: Perform a ranged spell attack to deal bludgeoning damage equal to one Deck Dice plus your Charisma modifier. The attacked creature must succeed on a Strength saving throw or take no damage.

6

Twos Diamonds
Dead Hand: (This card auto active) Your hands become numb and icy cold, You cant draw a card next turn.

7

Twos Spades
Foresight: When this card is played, your range is doubled for one minute. You may throw or play another card (magical or physical) after this one as part of the same action.

8

Twos Clubs
Split-Hand: When this card is played, you perform three separate attacks against up to three separate creatures within range (one attack per creature). You throw nonmagical, physical cards as described in Card Shark.

9

Three Hearts
Keep A Tab: You can stick this card to a creature or object of your choosing. If the card remains on its target, you will know its general location. The card can be found by succeeding on an Intelligence (Investigation) or Wisdom (Perception) (decided by your DM) check against your spell save DC. After one Deck Dice of hours, if the card is found and removed or you and the card are not on the same plane of existence, this effect will stop.

10

Three Diamonds
Speak Your Mind: When this card is played, you can read, write and speak one language of your choosing. This effect lasts for 1 hour, But you no longer can speak any other language for that hour.

11

Three Spades
Read Them Like A Book: When this card is played, you become aware of a creature's state of mind, how they are thinking about you, and whether they are being manipulated.

12

Three Clubs
Confidence: When this card is played, you can give yourself or another willing creature within range a 1d4, treating it the same as a dice of Bardic Inspiration.

13

Four Hearts
Cold As Ice: This card halves the movement of creatures until the end of their next turn,in return you cannot move next turn.

14

Four Diamonds
Shock Value: This card makes the target creature unable to make reactions until the end of their next turn.

15

Four Spades
Devil's Bedpost: This card deals with 3 Deck Dice of fire damage to creatures. This card's effect radius is 10 feet instead of 5 feet. The fire spreads around corners. It ignites flammable Objects in the area that aren't being worn or carried.

16

Four Clubs
Familiar Taste of Poison: This card requires creatures to make a Constitution saving throw on a failed save. It deals 2 Deck Dice of poison damage to creatures, and they are poisoned for 1 minute.

17

Five Hearts
Heartache: When this card is played, the closest enemy you can see must make a Wisdom saving throw, or be sent into a berserk tantrum, and spend its next action to perform a single ranged or melee attack against another creature (your choice) within its range. If no creature is chosen, the target will waste its next action doing nothing.

18

Fives Diamonds
A Gambler's Best Friend: When this card is played, you summon a gamble goblin. This duplicate can only play gambling games. This goblin can hold your gold or items, talk, and gamble but has a bad attitude and a sailor's mouth. He cannot attack or stick around when combat starts (He proofs into golden dust )

19

Fives Spades
Headache: Perform a ranged spell attack to deal psychic damage equal to one Deck Dice plus your Charisma modifier. The next time the hit creature makes an attack roll or saving throw, roll a Deck Dice and subtract half a Deck Dice (rounded up) from its roll.

20

Fives Clubs
Cashing Out: When this card is played, you can make yourself invisible for up to one hour. If you move at all or take any actions you become visible.

21

Six's Hearts
Seeing Red: (This card auto active) You can only see the color red for 1 hour.

22

Six's Diamonds
Collect Your Due: Perform a ranged spell attack to deal one Deck Die of necrotic damage and heal for the damage dealt.

23

Six's Spades
Bleeding hand: Perform a ranged spell attack to deal a Deck Die of slashing damage at the end of this creature's turn until they receive healing or use their action to stop the bleeding early. The bleeding (1d4) automatically stops after 1 minute. This effect does not apply to undead or constructs.

24

Six's Clubs
Get to the point: Perform a ranged spell attack at a target, the target has to make  Dexterity saving throw or the card corrodes the armor of the enemy, reducing its AC by half a Deck Die (rounded up) until the end of your next turn.

25

Seven Hearts
Turn Them Over: This card can only be played as a reaction when you or a target in your range is targeted by an attack. Use this card and the damage is reduced damage by 2 Deck Dice.

26

Seven Diamonds
Raise The Stakes: When this card is played, roll 3 Deck Dice and bank the total damage. Then you may target a creature you can see and both you and the target creature must roll a d20. If your roll beats the creature's roll, the creature takes the banked amount as psychic damage. However, if the creature's roll beats your own, you take the banked damage instead.

27

Seven Spades
Questionable Aid: When you play this card, choose a target (including yourself) the target is healed by 2 Deck Dice and the target smells like toasted bread for 1 hour.

28

Seven Clubs
Pick your Poison:  The Card gives you resistance to poison damage for 1d4 hours.

29

Eights Hearts
Well Traveled: When this card is played, you gain advantage on Dexterity (Acrobatics) And Strength (Athletics) Checks. This effect allows for movement on walls or ceilings and lasts for 1 hour.

30

Eights Diamonds
As Fast as You Can: When this card is played, You gain 10ft of movement speed. This effect lasts for 1 hour.

31

Eights Spades
Cannot Hit What Is Not There: Target Rolls a Wisdom Saving Throw on Failed, Target creature becomes Blind, in Return you become Blind till the end of your next turn.

32

Eights Clubs
Across The Board: Perform a range spell attack that does no damage and teleport you to an open space within 5ft of the target you hit.

33

Nine Hearts
I Raise: When this card is played, you or a creature within range regains hit points equal to one Deck Dice plus your Charisma modifier.

34

Nine Diamonds
Short Stack: When this card is played, you regain 1 Deck Dice worth of hit points. If you are below half of your maximum hit points gain 2 Deck Dice of hit points,

35

Nine Spades
Share The Wealth: When you play this card, roll for 3 Deck Dice worth of hit points, but you must spread them evenly among your allies (excluding yourself) within 30ft, even if they are at full hit points.

36

Nine Clubs
Tough Love: Perform a ranged spell attack. This attack deals force damage equal to one Deck Dice plus your Charisma modifier and you regain hit points equal half to the damage dealt, rounded down.

37

Tens Hearts
House of Cards: When this card is played, Your armor class becomes +2 for 1 minute, afterwards it becomes -1 for 1 minute.

38

Tens Diamonds
Poker Face: When this card is played, you or a creature within range gains temporary hit points equal to one Deck Die plus your Charisma modifier for 1 hour.

39

Tens Spades
I'm Glue, You're Glue: Make a ranged spell attack with this card against that creature. If the attack hits, the creature must succeed on a Wisdom saving throw, on a failed Wisdom save it cannot move on the next turn. In return, you cannot move on your next turn.

40

Tens Clubs
Backdoor: When this card is played, you enter a magic stasis until the start of your next turn. While in stasis, Time for you is frozen and nothing happens on your turn. (You can't take any actions, and are immune to all conditions, damage, and healing. Death saves do not happen in stasis.) When leaving stasis, you gain temporary hit points equal to your Charisma modifier.

41

Jack Hearts
Prince Charming: (This card auto active) When this card is played you believe the closest target to you that they are the most handsome/prettiest thing alive. You gain 10+ movement speed when moving toward the target.

42

Jack Diamonds
Crack-Up: (This card auto active) When this card is played you are forced to see through cloth and armor until you draw a new card.

43

Jack Spades
Lead The Blind: (This card auto active) You feel yourself becoming very, very sleepy. You yawn a few times and then nod off into a deep slumber for 1 turn or until attacked.

44

Jack Clubs
Authority: (This card auto active) When this card is played you feel as if Suddenly, it seems like everyone is out to get you. You Gain 10+ movement when moving away from anyone.

45

Queen Hearts
Calling In A Favor: When this card is played, you gain advantage on any skill check that involves sexual acts.

46

Queen Diamonds
A Moment of Silence: (This card auto active) You can no longer hear or talk till you draw a new card .

47

Queen Spades
Flame Queen: (This card auto active) The card creates a small flame.

48

Queen Clubs
Draw a Blank: When this card is played, it enlarges to 10x15 ft. You can position it in any orientation in an unoccupied space within range. The card is fixed there as a solid object and gravity does not apply to it. It holds up to 500 lb and can be moved by succeeding on a Strength (Athletics) check against your spell save DC. The card has an AC of 10 + your Charisma modifier and 1 Deck Dice of hit points. You can dismiss the card as a free action on your turn.

49

King Hearts
Martyrdom: Perform a ranged spell attack. It deals damage equal to the maximum value of one Deck Dice, as well as two additional Deck Dice of bonus damage. You take half of the total damage (rounded down).

50

King Diamonds
Empty Out: Pickpocket target creature , You must past a Stealth check and Target has to pass a Wisdom (Perception) roll, or you gain random item from the bag ( DM Decides)

51

King Spades

Final Gold Piece: You lose one gold coin or gain one gold coin based on 1d10 odd roll: Gain even roll: Lose - If you have no gold the card does nothing even if you gain on the roll. This counts as an action.

52

King Clubs
Spare the Rod: Perform a ranged spell attack. It deals radiant damage equal to three Deck Dice. If the potential damage of the attack is equal to or greater than the target creature's remaining hit points, its hit points are reduced to 1 instead.

53

Red Joker: (this card auto plays) You are stunned until the start of your next turn, believing something awesome just happened.

54

Black Joker: (this card auto plays) The card turns into a random item that can be used if useful, otherwise goodluck (DM picks the item otherwise use a d100 random item list that is approved)