1. Objects

Deck of Spellslinging

Wondrous Item, Weapon (Deck of Cards), Rare, Requires Wizard, Witch, Sorcerer, Warlock, Bard, Eldritch Knight Fighter, Arcane Trickster Rogue, or Profane Soul Blood Hunter

Forged by the Twisted Fate and Machinations of a Breton Mage named Remy LeBeau.

This item is a deck of cards, and can be used as a Thrown Weapon and a Spellcasting Focus.

This deck holds a seemingly normal, standard array of playing cards. The deck functions in the following way:



WeaponDamageWeightProperties
Deck of Spellslinging1d4 magical bludgeoning2 lbFinesse, Light, Thrown (20/60)

You take the Attack action to throw the card as a thrown weapon, and cast a spell using the card as a spell focus. When you do, draw the top card of the deck (roll 1d54) and add its effects.

When casting a spell with the cards, one of the following effects occurs, based upon the card used in the casting:

1d54CardCard Effect
1Ace of HeartsIf using a spell that targets an opponent, you have advantage on the attack roll. If the spell requires a saving throw, the creature automatically fails 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. 
22 of HeartsThe spell fails, and you lose the spell slot used.
33 of HeartsIf 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 in half, rounding down. If it cause any other effect, the spell fails to activate, and you lose the spell slot.
44 of HeartsIf 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. 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.
55 of HeartsNo additional effects; the spell activates as normal.
66 of HeartsNo additional effects; the spell activates as normal.
77 of HeartsThe spell activates as normal and deals 1d4 bonus force damage, or heals 1d4 bonus hit points, per spell level.
88 of HeartsThe spell activates as normal, and you can immediately move up to your speed without provoking attacks of opportunity.
99 of HeartsThe spell activates as if you used a spell slot of one higher (but still used the slot you declared).
1010 of HeartsThe spell activates as normal, and you are affected by the Misty Step spell without using any additional spell slots or action economy.
11Jack of HeartsThe spell activates as normal, and you immediately activate the Beacon of Hope spell without using any additional spell slots or action economy. The effects only last until the end of your next turn.
12Queen of HeartsThe spell activates as normal, and you immediately activate the Aura of Vitality spell without using any additional spell slots or action economy.  You can heal up to 10 creatures with this effect, or until 1 minute has passed, whichever comes first.
13King of HeartsThe spell activates as normal, and you gain a d10 Inspiration die that lasts for the next (in-game) 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 after you use it, whether or not the new total succeeds the check, or when a minute has passed. This inspiration die can affect the attack roll made with the spell being cast with this card.
14Ace of DiamondsIf using a spell that targets an opponent, and you successfully hit, you deal critical damage. If the spell requires a saving throw, and the creature fails, any damage dealt is rolled as critical damage. If using a spell that heals, the number of hit points restored is doubled. Any other effect of the spell occurs as normal.
152 of DiamondsThe spell fails, and you lose the spell slot used.
163 of DiamondsIf 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 in half, rounding down. If it causes any other effect, the spell fails to activate, and you lose the spell slot. 
174 of DiamondsIf 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. 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.
185 of DiamondsNo additional effects; the spell activates as normal.
196 of DiamondsNo additional effects; the spell activates as normal.
207 of DiamondsThe spell activates as normal and deals 1d4 bonus force damage, or heals 1d4 bonus hit points, per spell level.
218 of DiamondsThe spell activates as normal, and you can immediately move up to your speed without provoking attacks of opportunity.
229 of DiamondsThe spell activates as if you used a spell slot of one higher (but still used the slot you declared).
2310 of DiamondsThe spell activates as normal, and you are affected by the Misty Step spell without using any additional spell slots or action economy.
24Jack of DiamondsThe spell activates as normal, and you immediately activate the Branding Smite spell without using any additional spell slots or action economy. The last, without concentration, for the next minute or until a target is hit with a weapon attack.
25Queen of DiamondsThe spell activates as normal, and you immediately activate the Staggering Smite spell without using any additional spell slots or action economy.  However, the next time any creature hits with a melee attack, the effect of the spell occurs.
26King of DiamondsThe spell activates as normal, and you immediately activate the Banishing Smite spell without using any additional spell slots or action economy.  The next time any creature hits with an attack, the effect of this spell occurs.
27Red JokerRoll on the Wild Magic Surge table to create a random magical effect.
28Ace of Spades 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. 
292 of SpadesThe spell fails, and you lose the spell slot used.
303 of SpadesIf 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 in half, rounding down. If it causes any other effect, the spell fails to activate, and you lose the spell slot. 
314 of SpadesIf 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. 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.
325 of SpadesNo additional effects; the spell activates as normal.
336 of SpadesNo additional effects; the spell activates as normal.
347 of SpadesThe spell activates as normal and deals 1d4 bonus force damage, or heals 1d4 bonus hit points, per spell level.
358 of SpadesThe spell activates as normal, and you can immediately move up to your speed without provoking attacks of opportunity.
369 of SpadesThe spell activates as if you used a spell slot of one higher (but still used the slot you declared).
3710 of SpadesThe spell activates as normal, and you are affected by the Misty Step spell without using any additional spell slots or action economy.
38Jack of SpadesThe spell activates as normal, and you immediately are affected by the Invisibility spell (only yourself) without using any additional spell slots or action economy.
39Queen of SpadesThe spell activates as normal, and you immediately activate the Mind Spike spell without using any additional spell slots or action economy. It affects the same target as the initiating attack with this card.
40King of SpadesThe spell activates as normal, and you gain a d10 Inspiration die that lasts for the next (in-game) 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 after you use it, whether or not the new total succeeds the check, or when a minute has passed. This inspiration die can affect the attack roll made with the spell being cast with this card.
41Ace of ClubsIf using a spell that deals damage to an opponent, the target must succeed on a Constitution saving throw, or have their max HP reduced by the damage they take. If using a spell that heals a target, the target regains half as much hit points. Any other effect of the spell occurs as normal.
422 of ClubsThe spell fails, and you lose the spell slot used.
433 of ClubsIf 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 in half, rounding down. If it causes any other effect, the spell fails to activate, and you lose the spell slot. 
444 of ClubsIf 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. 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.
455 of ClubsNo additional effects; the spell activates as normal.
466 of ClubsNo additional effects; the spell activates as normal.
477 of ClubsThe spell activates as normal and deals 1d4 bonus force damage, or heals 1d4 bonus hit points, per spell level.
488 of ClubsThe spell activates as normal, and you can immediately move up to your speed without provoking attacks of opportunity.
499 of ClubsThe spell activates as if you used a spell slot of one higher (but still used the slot you declared).
5010 of ClubsThe spell activates as normal, and you are affected by the Misty Step spell without using any additional spell slots or action economy.
51Jack of ClubsThe spell activates as normal, and you immediately activate the Life Transference spell without using any additional spell slots or action economy.
52Queen of ClubsThe spell activates as normal, and you immediately activate the Spirit Shroud spell without using any additional spell slots or action economy. This effect lasts, without concentration, for up to 1 minute.
53King of ClubsThe spell activates as normal, and you immediately activate the Enervation spell without using any additional spell slots or action economy.
54Black JokerRoll on the Wild Magic Surge table to create a random magical effect.


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