Deck of the Dealer
This deck of playing cards looks to be ancient, it has turned bone yellow and shows many signs of use. However, the cards don’t bend at all. The illustration on the back of the cards is a complex web of thread.
As long as you are attuned to this deck, it has the following properties.
Curse This item is cursed. You are unwilling to part with the deck until the curse is broken with nothing short of a wish or similar magic. Should you and the deck be separated somehow, you will find it on your body at the end of a Long Rest.
Cardistry The following rules are always in effect for any of the below properties. The deck contains 54 cards, 13 cards of four suits: clubs, diamonds, hearts, and spades, and two joker cards. The number cards have a value equal to that printed on them, face cards have a value of ten, aces have a value of either one or eleven, your choice, and jokers are wild, meaning you can have them take any value and suit available in the full deck when drawn.
Cards can either be drawn or pulled from the deck; the physical technique for doing so is the same but the distinction of terms is important for how certain properties work. Any cards drawn or pulled are put aside until you finish a Short or Long Rest, they are then added back to the deck and the deck is shuffled. It is impossible to control this deck via Sleight of Hand or other magical or mundane means.
Quick-Change As a Bonus Action you draw a card from the deck and regain one expended use of Bardic Inspiration. You can't use this property again until you finish a Short Rest.
Miser's Dream As a Bonus Action draw one card from the deck and gain the effect based on the suit of the card:
- ♣ Clubs You have Advantage on the next attack roll before the start of your next turn.
- ♦ Diamonds You have Disadvantage on the next attack roll before the start of your next turn.
- ♥ Hearts You regain a number of Hit Points equal to the value of the card.
- ♠ Spades You take damage equal to the value of the card; this damage can't be reduced in any way.
This property has a number of uses equal to twice your Proficiency Bonus, you regain all expended uses when you finish a Short Rest.
Mightier than the Sword As an Action you can pull a single card from the deck. If the pulled card is the Three of Clubs select one creature within 60 feet that you can see. Then draw a number of cards from the deck equal to your Proficiency Bonus and add the values of these cards together. You chose if the creature now either regains a number of Hit Points equal to the total card value or if it makes a Constitution saving throw versus your Spell save DC. On a failed save, the target takes damage equal to the total card value. On a successful save, the target takes half as much damage. You can't use this property again until you finish a Short Rest.
Double Lift Whenever any of the below cards are drawn or pulled, in the use of any of the other properties of this deck, they confer the bonus below in addition to the normal effect of that property.
- Jack of Clubs To come?
- Jack of Diamonds To come?
- Jack of Hearts The illustration on this card shows a smirking man with three dots under each eye. You have advantage on the first Charisma check you make in the next hour.
- Jack of Spades The illustration on this card shows a dark-haired man with sunken eyes and a five o'clock shadow. The first time you deal damage in the next hour you can draw a card and deal the card value as extra damage but you take the same amount of card damage which can't be reduced in any way.