Card Throw
You conjure and then throw a magical card with a random effect. Make a ranged spell attack against the target. On a hit, a target is hit by a card of one of the following suits, which each have a unique effect and purpose. For each target, roll a d4 to determine which suit effects it.
- Hearts - The target suffers 1d10 Fire damage
- Spades - The target suffers 1d10 Cold damage
- Diamonds - The target suffers 1d10 Lightning damage
- Clubs - The target suffers 1d10 Acid damage
Alternatively, your DM might allow you to draw cards from a standard 54 card deck instead of rolling. If this is the case, the value of the card determines the damage, and the following rules apply for face cards and jokers, instead of dealing damage.
- Jack - The target must succeed on a Strength saving throw or fall Prone.
- Queen - The target must succeed on a Charisma saving throw or become Blinded until the end of your next turn.
- King - The target must succeed on a Constitution saving throw or become Poisoned until the end of your next turn.
- Joker - The target must succeed on a Wisdom saving throw or become Stunned until the end of your next turn.
Cantrip Upgrade. You conjure and throw additional cards when you reach levels 5 (2 cards), 11 (3 cards), and 17 (4 cards). The cards can target the same, or different creatures. Make an attack roll for each card.
A deck of cards
S
tags: damage, debuff

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