Deck of Fate

Subclass featureValdaSpire242014Warmage

You gain a deck of magical playing or tarot cards, called a Deck of Fate, through which you can enhance the power of your cantrips. Shuffle a standard 52-card playing card deck and draw a hand of five cards when you roll Initiative.

Whenever you target an enemy with a Warmage spell that deals damage, you can take a Bonus Action to play one or more cards from your hand to enhance the power of the spell. If the cards exactly match one of the results on the Hands table, the spell deals extra damage to one of its targets of your choice or grants you one additional effect, according to the result. If the cards don't match a result, they have no effect. Aces count as ones for results. Once you play a card, place it on the bottom of your deck and draw until you have five cards in your hand again.

Hands

ResultCardsBenefit
StraightAny five sequential cards, regardless of suit.You deal an extra 12 damage.
FlushAny five cards of the same suit, regardless of order.You deal an extra 10 damage.
Three of a KindAny three of the same rank.You deal an extra 6 damage.
PairAny two of the same rank.You deal an extra 2 damage.
HeartsAny two hearts.You gain Temporary Hit Points equal to your Intelligence modifier.
SpadesAny two spades.Your Speed increases by 10 feet until the start of your next turn.
DiamondsAny two diamonds.You gain a +1 bonus to your AC until the start of your next turn.
ClubsAny two clubs.You gain a +1 bonus to saving throws until the start of your next turn.
Raw data
{
  "name": "Deck of Fate",
  "level": 3,
  "__prop": "subclassFeature",
  "header": 1,
  "source": "ValdaSpire24",
  "entries": [
    "You gain a deck of magical playing or tarot cards, called a Deck of Fate, through which you can enhance the power of your cantrips. Shuffle a standard 52-card playing card deck and draw a hand of five cards when you roll {@variantrule Initiative|XPHB}.",
    "Whenever you target an enemy with a Warmage spell that deals damage, you can take a {@variantrule Bonus Action|XPHB} to play one or more cards from your hand to enhance the power of the spell. If the cards exactly match one of the results on the Hands table, the spell deals extra damage to one of its targets of your choice or grants you one additional effect, according to the result. If the cards don't match a result, they have no effect. Aces count as ones for results. Once you play a card, place it on the bottom of your deck and draw until you have five cards in your hand again.",
    {
      "rows": [
        [
          "Straight",
          "Any five sequential cards, regardless of suit.",
          "You deal an extra 12 damage."
        ],
        [
          "Flush",
          "Any five cards of the same suit, regardless of order.",
          "You deal an extra 10 damage."
        ],
        [
          "Three of a Kind",
          "Any three of the same rank.",
          "You deal an extra 6 damage."
        ],
        [
          "Pair",
          "Any two of the same rank.",
          "You deal an extra 2 damage."
        ],
        [
          "Hearts",
          "Any two hearts.",
          "You gain {@variantrule Temporary Hit Points|XPHB} equal to your Intelligence modifier."
        ],
        [
          "Spades",
          "Any two spades.",
          "Your {@variantrule Speed|XPHB} increases by 10 feet until the start of your next turn."
        ],
        [
          "Diamonds",
          "Any two diamonds.",
          "You gain a +1 bonus to your AC until the start of your next turn."
        ],
        [
          "Clubs",
          "Any two clubs.",
          "You gain a +1 bonus to saving throws until the start of your next turn."
        ]
      ],
      "type": "table",
      "caption": "Hands",
      "colLabels": [
        "Result",
        "Cards",
        "Benefit"
      ],
      "colStyles": [
        "col-2",
        "col-5",
        "col-6"
      ]
    }
  ],
  "className": "Warmage",
  "classSource": "ValdaSpire24",
  "subclassSource": "ValdaSpire24",
  "subclassShortName": "Cards"
}