Debt Collector (5e Equipment)

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Weapon (Playing Cards), artifact (Requires attunement by a creature with Charisma of 18 or higher)

A deck of gilded playing cards created by the First game mater that have sharpened edges giving them the capability to cut when thrown.

Dealers glee:

Whats up my sleeve:

  • As an action on your turn you may draw a card from the top of your deck and store it for later, you may only have a maximum of 5 cards stores in this way and last for 1 minute before returning to the deck. On any turn before the cards return to the deck as an action you may either activate one of the following abilities if you meet its requirements, or use one of the stored cards as an attack as if you had just drawn it from the top of the deck.
    • Royal Flush: In order to activate this ability you must have an ace, jack, queen, and king all from the same suit.
    • Full House: you may only activate this if you meet the requirements for both the; Pair, and Three of a Kind.
    • Four of a Kind: In order to activate this ability you must have four cards of the same value.
    • three of a Kind: In order to activate this ability you must have three cards of the same value
    • Pair: In order to activate this ability you must have two cards of the same value, except if both are aces.
    • Pocket Rockets: In order to activate this ability you must have two aces stored away.
    • Straight Flush: In order to activate this ability you must have five cards of the same suit that are in sequential order.
    • Straight: In order to activate this ability you must have five cards in a sequential order.
    • Flush: In order to activate this ability you must have five cards of the same suit.

Court of royalty:

  • Noble Grace:
    • Whenever a face card is drawn, on top of other affects all damage die increase to a d8, unless an ace was drawn then the die increases to a d10, no matter the damage type.
    • Additionally any saving throws made against a card affect is at disadvantage.
    • All face cards count as 10 for the Suits of revenge ability.
  • Joker:
  • Jack:
  • Queen:
  • King:
  • Ace:
    • All attacks made with an ace card are at advantage
    • Draw an additional card and add that cards affect to the attack made with the ace, if you draw another ace with this ability draw once more and take that card instead putting the ace back at the top of the deck.

Suits of Revenge:

  • Spades of Regret:
    • Dose an additional 1d6 + the number on the drawn card psychic damage, also when you hit a target that target must make Dc 18 Wisdom saving throw or be confused for 1 minute.
  • Clubs of Rebirth:
    • Dose an additional 1d6 + the number on the drawn card Radiant damage, also when you hit a target that target must make Dc 18 Wisdom saving throw or be confused for 1 minute.
  • Heats of Rage:
    • Dose an additional 1d6 + the number on the drawn card fire damage, also when you hit a target that target must make Dc Wisdom saving trow or become enraged for the next minute, any targets that are enraged attack the closest possible target to them friend or foe.
  • Diamonds of Reverence:
    • Dose an additional 1d6 + the number on the drawn card ----damage, also when you hit a target that target must make Dc 18 Wisdom saving throw or be feared for 1 minute.

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