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:
| Weapon | Damage | Weight | Properties |
| Deck of Spellslinging | 1d4 magical bludgeoning | 2 lb | Finesse, 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:
| 1d54 | Card | Card Effect |
| 1 | Ace of Hearts | If 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. |
| 2 | 2 of Hearts | The spell fails, and you lose the spell slot used. |
| 3 | 3 of Hearts | 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 in half, rounding down. If it cause any other effect, the spell fails to activate, and you lose the spell slot. |
| 4 | 4 of Hearts | 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. 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. |
| 5 | 5 of Hearts | No additional effects; the spell activates as normal. |
| 6 | 6 of Hearts | No additional effects; the spell activates as normal. |
| 7 | 7 of Hearts | The spell activates as normal and deals 1d4 bonus force damage, or heals 1d4 bonus hit points, per spell level. |
| 8 | 8 of Hearts | The spell activates as normal, and you can immediately move up to your speed without provoking attacks of opportunity. |
| 9 | 9 of Hearts | The spell activates as if you used a spell slot of one higher (but still used the slot you declared). |
| 10 | 10 of Hearts | The spell activates as normal, and you are affected by the Misty Step spell without using any additional spell slots or action economy. |
| 11 | Jack of Hearts | The 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. |
| 12 | Queen of Hearts | The 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. |
| 13 | King of Hearts | The 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. |
| 14 | Ace of Diamonds | If 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. |
| 15 | 2 of Diamonds | The spell fails, and you lose the spell slot used. |
| 16 | 3 of Diamonds | 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 in half, rounding down. If it causes any other effect, the spell fails to activate, and you lose the spell slot. |
| 17 | 4 of Diamonds | 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. 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. |
| 18 | 5 of Diamonds | No additional effects; the spell activates as normal. |
| 19 | 6 of Diamonds | No additional effects; the spell activates as normal. |
| 20 | 7 of Diamonds | The spell activates as normal and deals 1d4 bonus force damage, or heals 1d4 bonus hit points, per spell level. |
| 21 | 8 of Diamonds | The spell activates as normal, and you can immediately move up to your speed without provoking attacks of opportunity. |
| 22 | 9 of Diamonds | The spell activates as if you used a spell slot of one higher (but still used the slot you declared). |
| 23 | 10 of Diamonds | The spell activates as normal, and you are affected by the Misty Step spell without using any additional spell slots or action economy. |
| 24 | Jack of Diamonds | The 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. |
| 25 | Queen of Diamonds | The 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. |
| 26 | King of Diamonds | The 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. |
| 27 | Red Joker | Roll on the Wild Magic Surge table to create a random magical effect. |
| 28 | Ace 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. |
| 29 | 2 of Spades | The spell fails, and you lose the spell slot used. |
| 30 | 3 of Spades | 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 in half, rounding down. If it causes any other effect, the spell fails to activate, and you lose the spell slot. |
| 31 | 4 of Spades | 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. 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. |
| 32 | 5 of Spades | No additional effects; the spell activates as normal. |
| 33 | 6 of Spades | No additional effects; the spell activates as normal. |
| 34 | 7 of Spades | The spell activates as normal and deals 1d4 bonus force damage, or heals 1d4 bonus hit points, per spell level. |
| 35 | 8 of Spades | The spell activates as normal, and you can immediately move up to your speed without provoking attacks of opportunity. |
| 36 | 9 of Spades | The spell activates as if you used a spell slot of one higher (but still used the slot you declared). |
| 37 | 10 of Spades | The spell activates as normal, and you are affected by the Misty Step spell without using any additional spell slots or action economy. |
| 38 | Jack of Spades | The spell activates as normal, and you immediately are affected by the Invisibility spell (only yourself) without using any additional spell slots or action economy. |
| 39 | Queen of Spades | The 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. |
| 40 | King of Spades | The 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. |
| 41 | Ace of Clubs | If 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. |
| 42 | 2 of Clubs | The spell fails, and you lose the spell slot used. |
| 43 | 3 of Clubs | 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 in half, rounding down. If it causes any other effect, the spell fails to activate, and you lose the spell slot. |
| 44 | 4 of Clubs | 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. 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. |
| 45 | 5 of Clubs | No additional effects; the spell activates as normal. |
| 46 | 6 of Clubs | No additional effects; the spell activates as normal. |
| 47 | 7 of Clubs | The spell activates as normal and deals 1d4 bonus force damage, or heals 1d4 bonus hit points, per spell level. |
| 48 | 8 of Clubs | The spell activates as normal, and you can immediately move up to your speed without provoking attacks of opportunity. |
| 49 | 9 of Clubs | The spell activates as if you used a spell slot of one higher (but still used the slot you declared). |
| 50 | 10 of Clubs | The spell activates as normal, and you are affected by the Misty Step spell without using any additional spell slots or action economy. |
| 51 | Jack of Clubs | The spell activates as normal, and you immediately activate the Life Transference spell without using any additional spell slots or action economy. |
| 52 | Queen of Clubs | The 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. |
| 53 | King of Clubs | The spell activates as normal, and you immediately activate the Enervation spell without using any additional spell slots or action economy. |
| 54 | Black Joker | Roll on the Wild Magic Surge table to create a random magical effect. |