{"name":"The Cards of Fate","description":"2 of clubs, 3,4 of clubs\r\n[b]Simple Bolt[\/b]\r\n[b](Used as a default card)[\/b]\r\n1d8 + int force damage 80ft\r\nPassive: A single simple bolt may be discarded at the end of your turn as long as at least one attack was made with it.\r\nActive: 1 fate point: as a free action, send this card to the bottom of the deck. Can be used as many times as you wish, spending a point every time.\r\n\r\n5 of clubs\r\n\r\n6 of clubs\r\n\r\n7 of clubs\r\n\r\n8 of clubs\r\n\r\n9 of clubs\r\n[b]Force Spear[\/b]\r\n1d10 +int force damage 400ft\r\nPassive: Extreme range of 400ft\r\nActive: 1 fate point: make an attack with the offhand weapon, but the range of the offhand inherits the range of the spear. May be used in place of a single attack\r\n\r\n10 of clubs\r\n[b]Gleaming Waraxe[\/b]\r\n1d12 +int slashing damage melee\r\nPassive: When making an attack, one other target adjacent to you may also be attacked as a free action (note: balanced around optional flanking rules)\r\nActive: 2 fate points: Leap to a location within 20 ft of where you are, with a max height difference of 20ft. Where you land, all targets within a 5ft cube must make a DEX saving throw or take 2d12 slashing damage. On a failure, targets take half damage.\r\nAt levels 5, 11, and 17, active ability damage increases by 2d12\r\n\r\njack of clubs\r\n[b]Blink Dagger[\/b]\r\n2d4+ int piercing melee\r\nPassive: An attack may be made on a target within 30ft of you. On a successful hit, you blink to a space adjacent to the target.\r\nActive: 1 point: As a bonus action, you can teleport to a location within 30ft or to a space adjacent to a willing creature within 200ft of you. May be used twice outside of combat. Using the active does not discard Blink Dagger.\r\n\r\nqueen of clubs\r\n[b]Flame Plume[\/b]\r\n1d6 +int fire 15ft DEX save\r\nPassive: Flame is ejected in a 15ft cone, all targets making a DEX save or take the damage\r\nActive: 3 points: A 5ft wide wall of energy is sent forth, up to 100ft long (stopping at any solid obstacle). The moment the wall is created, the target must make a DEX save or take 3d6 damage of the damage type of your offhand, or half as much on a success. If a target walks through the wall or ends their turn in the wall, they take 3d6 damage of the damage type of your offhand.\r\nThe wall lasts for up to 1 minute or until dispelled. Requires concentration\r\nAt levels 5, 11, and 17, active ability damage increases by 3d6\r\n\r\nking of clubs\r\n[b]Mind Spike[\/b]\r\n1d4 + int psychic damage, 30ft\r\nPassive: Any creature within 30ft of you may be hit simultaneously by a single attack, rolling for each individual targeted\r\nActive: 3 points: all creatures within 30ft must make an INT saving throw. On a failure, a tether appears from the fateweaver\u2019s weapon to the target\u2019s brain. Any subsequent attacks made by the fateweaver will automatically hit these targets. The tether breaks when the target leaves a 100ft radius of the fateweaver or the target rolls a successful INT saving throw at the beginning of their turn. Rolls may still be made by the fateweaver in an attempt to land a critical.\r\nAutomatically fails against targets with an intelligence of less than 4\r\n\r\nace of clubs\r\n[b]Vampiric Bolts[\/b]\r\n1d6+int necrotic damage, 60ft\r\nPassive: When a target is hit, the fateweaver may receive temporary hit points equal to half of the damage dealt by a single attack\r\nActive: 2 points: as a BA, enter a vampiric state. Any damage dealt to creatures for the remainder of your turn will provide healing rather than temporary hit points.\r\n\r\n2 of hearts\r\n[b]Thunderous launcher[\/b]\r\n1d10+int thunder damage, 80ft\r\nPassive: Creatures adjacent to targets hit make a CON save or take the damage as well\r\nActive: 3 points: launch a large spherical projectile of energy. The projectile explodes in a point of space, creating an explosive radius of 20ft, dealing 4d6 damage, inheriting the damage type of the offhand\r\nAt levels 5, 11, and 17, active ability damage increases by 4d6\r\n\r\n3 of hearts\r\n[b]Chakrams[\/b]\r\n1d8+int slashing, 60ft\r\nPassive: Any creature targeted by the chakram is orbited by a small spectral chakram, manifesting at the end of your turn. These spectral chakrams stack every time the creature is targeted. When hit by an attack, the spectral chakrams strike the target, dealing an extra 1d4 slashing damage per spectral chakram.\r\nActive: 3 point, make a free attack using your offhand against each target with a spectral chakram, attacking once per chakram on a target.\r\nAt levels 5, 11, and 17, passive ability damage increases by 1d4\r\n\r\n4 of hearts\r\n[b]Rapier of the Winds[\/b]\r\n1d8+int piercing, melee\r\nPassive: While wielding the rapier, movement speed is increased by 20ft while in combat.\r\nActive: 1 point: Replacing a single attack, a piercing line cuts through the air. All targets within a 15ft line take 2d8+int piercing damage. Can be used multiple times in a turn, but the lines cannot cross within the same turn\r\n\r\n5 of hearts\r\n[b]Lightning Bow[\/b]\r\n1d8+int lightning damage 120ft\r\nPassive: all attacks pierce in a straight line.\r\nActive: 3 points, A 20ft radius centered in a point of space with line of sight. The region is cascaded by attacks replicating the offhand. Creatures caught in the original region are attacked once by the storm bow (along with pierces). Creatures moving through the region or ending their turn in the region take damage from the current offhand weapon. Requires concentration\r\nAt levels 5, 11, and 17, targets in the active region take another instance of damage from the offhand, as if they were attacked twice\r\n\r\n6 of hearts\r\n[b]Magical Stones[\/b]\r\n1d10+int bludgeoning damage 60ft\r\nPassive: As a reaction, a stone intercepts an incoming attack or damaging effect, blocking 1d4 incoming damage. Counts as using the card during your next turn.\r\nActive: 2 points: the stone explodes in midair, filling the air in a 10ft radius with dust. Creatures that rely on sight are blinded while in the radius, but are also considered to be in half cover. Creatures leaving the radius must also make a constitution saving throw or continue to be blinded until the end of their next turn. The dust dissipates after 30 seconds.\r\nAt levels 5, 11, and 17, passive blocking damage increases by 1d4\r\n\r\n7 of hearts\r\n[b]Radiant Barrage[\/b]\r\n1d10+int radiant damage 120ft\r\nPassive: If the sky is unobscured, the weapon may be converted into a mortar that fires radiant bolts, converting the weapon to a 5ft radius WIS save, which may be cast at any point with access to the sky, even without line of sight. The weapon may be used as a normal ranged attack, regardless of sky conditions\r\nActive: 3 points: If the sky is unobscured, all creatures within 120ft of the fateweaver must make a DEX saving throw or be surrounded by a white glow. Attacks made against affected creatures have advantage, and they can be seen through walls and invisibility by the party. The effect persists for 1 minute or until dispelled. Requires concentration\r\n\r\n8 of hearts\r\n[b]Shade Strike[\/b]\r\n1d8+int necrotic damage 80ft\r\nPassive: Using the weapon while hidden allows you to roll a stealth roll to remain hidden. Using the weapon while invisible will not break invisibility\r\nActive: 3 points: Cast invisibility on yourself or a party member using a bonus action rather than an action. This ability may be used once outside of combat. Using the active does not discard Shade Strike.\r\n\r\n9 of hearts\r\n[b]Poisonous Stream[\/b]\r\n1d8+int poison damage 60ft\r\nPassive: Any target hit must make a CON save or take 1d4 poison damage\r\nActive: 1 points, as a bonus action, infuse the next attack with a potent poison. The next attack with either the Poisonous Stream or the offhand forces the creature to make a CON save on a successful hit, becoming poisoned on a failure until the start of your next turn.\r\nAt levels 5, 11, and 17, passive ability damage increases by 1d4\r\n\r\n10 of hearts\r\n[b]Acid Vials[\/b]\r\n1d8+int acid damage 80ft\r\nPassive: Targets hit have their AC reduced by 2 until the beginning of your next turn\r\nActive: 3 points: throw an explosive glob of acid that detonates at the beginning of your next turn. In a 40ft radius, all creatures must make a CON save or take 2d10 acid damage, or half as much on a success\r\nAt levels 5, 11, and 17, active ability damage increases by 2d10\r\n\r\njack of hearts\r\n[b]Ice Spike[\/b]\r\n1d10+int cold damage 80ft\r\nPassive: targets hit have their movement slowed by 10ft until the start of your next turn\r\nActive: 2 points: in a region indicated by a 40 ft cube centered at a point you can see, becomes covered in slick ice. Creatures who walk on this surface must make a DEX save or fall prone. The region lasts for 1 minute. Requires concentration\r\n\r\nqueen of hearts\r\n[b]Thunder Hammer[\/b]\r\n2d6+int thunder damage melee\r\nPassive: When used, all available attacks are consumed, and the damage is increased by 4d6 for every attack beyond the first.\r\nActive: 4 points, As a bonus action, gain an extra action to be used by the other weapon in your hand. You are now restricted to using the other weapon until your next turn.\r\n\r\nking of hearts\r\n[b]Flow of Force[\/b]\r\n1d8+int force damage, 60ft\r\nPassive: Once per turn, a missed attack may be rolled again against a different target\r\nActive: 1 point: as a reaction, attempt to block an attack targeted against yourself or an ally in range. Their AC becomes boosted by 1d8 against the attack\r\n\r\nace of hearts\r\n[b]Chains[\/b]\r\n1d8 +int bludgeoning 60ft\r\nPassive: Targets hit may be forcefully moved 10ft closer to you in a straight line\r\nActive: 2 points: the target must make a STR save or become tethered to you by a set of chains, becoming incapable of moving outside of their current distance from you. At the beginning of the tethered target\u2019s turn, you may deal an extra 1d8 bludgeoning damage as the chains constrict the target. The target may repeat the save once per turn to free themselves, spending half their movement to do so.\r\nAt levels 5, 11, and 17, active ability damage increases by 1d8\r\n\r\n2 of spades\r\n[b]Flame Blade[\/b]\r\n1d8+int fire damage, melee\r\nPassive: Targets hit must make a DEX save or be lit on fire, taking 1d4 fire damage at the beginning of their turn, repeating the save to put it out.\r\nActive: 1 point: slash the blade in the air, creating a 30ft cone in front of you. Targets must make a DEX save or be lit on fire and take an instant 1d4 fire damage.\r\nAt levels 5, 11, and 17, fire damage increases by 1d4\r\n\r\n3 of spades\r\n[b]Acid Flail[\/b]\r\n1d10+int acid damage, melee\r\nPassive: Targets hit have disadvantage on CON saves until the beginning of your next turn.\r\nActive: 3 point: Create a 10ft radius pool of acid on the ground. When the pool is created, targets inside must make a CON save or take 4d6 acid damage on a failure, or half as much on a success. Any target that ends their turn in the acid or passes through it takes 4d6 acid damage. The pool lasts for 1 minute or until dispelled. Requires concentration\r\nAt levels 5, 11, and 17, active ability damage increases by 4d6\r\n\r\n4 of spades\r\n[b]Chilling Crossbow[\/b]\r\n1d10+int necrotic damage, 80ft\r\nPassive: Targets hit cannot receive healing until the start of your next turn\r\nActive: 1 point: As a bonus action, allow the crossbow to utilize the life force of enemies. Any creature affected by this weapon's passive will release bolts of life force upon death (or redeath), dealing 2d6 necrotic damage to up to two targets within 60ft of the creature.\r\nAt levels 5, 11, and 17, active ability damage increases by 2d6\r\n\r\n5 of spades\r\n[b]Radiant Morningstar[\/b]\r\n1d8+int radiant damage, melee\r\nPassive: For every successful hit, heal a creature within 60ft for healing equal to 1d4\r\nActive: 2 points: release a wave of healing energy, heal up to 6 creatures within 60ft of you for 1d4+int health\r\nAt levels 5, 11, and 17, active ability healing increases by 1d4\r\n\r\n6 of spades\r\n[b]Frost Halberd[\/b]\r\n1d10+int cold damage, melee, reach\r\nPassive: Targets hit must make a CON save or have their movement reduced by 20ft\r\nActive: 3 points: Target a point of space within 80ft. Any targets within a 20ft radius centered at this point are battered by a storm of sharp ice and must make a DEX save or take 4d6 cold damage, taking half as much on a success.\r\nat levels 5, 11, and 17, active ability damage increases by 4d6\r\n\r\n7 of spades\r\n[b]Shield of Force[\/b]\r\n1d8+int force damage, melee\r\nPassive: If the shield was used to make an attack, your ac increases by 2 until the start of your next turn.\r\nActive: 1 point: As a bonus action, a target of your choice in melee range must make a CHA save. On a failure, the target has disadvantage on attacks until the start of your next turn.\r\n\r\n8 of spades\r\n[b]Trident of the Storm[\/b]\r\n1d10+int lightning damage, 60ft\r\nPassive: Any other targets within 5ft of the target hit are hit by 1d10 lighting damage.\r\nActive: 2 points: As a bonus action, charge your attacks with electricity. Any successful attacks you make for the remainder of your turn will arc electricity at any targets within 15ft of the target hit, dealing 1d10 lightning damage\r\nat levels 5, 11, and 17, passive ability damage increases by 1d10\r\n\r\n9 of spades\r\n[b]Shurikens of Displacement[\/b]\r\n1d8+int piercing damage, 80ft\r\nPassive: Targets hit by the shurikens are teleported to a location within 10ft of their current position on solid ground. This location is chosen by you\r\nActive: 1 points: Using a bonus action, your body is surrounded by mirror projections of yourself, all attacks made against you until the beginning of your next turn are done at disadvantage\r\n\r\n10 of spades\r\n[b]Psychic Boomerang[\/b]\r\n1d8+int psychic damage, 80ft\r\nPassive: Targets hit must move from the space they are currently standing by the beginning of your next turn, or the boomerang returns, hitting them for another 1d8+int psychic damage\r\nActive: 3 points: Using an action, the boomerang splits and seeks out all targets in an 80ft radius from yourself. Make a single attack using the boomerang against all targets\r\nat levels 5, 11, and 17, the active ability make another attack (up to 4)","tags":"","isShared":"on","templateId":"27","blockId":"730717","world":"55ac1438-ce81-48fd-8b4b-7c400d1bae25","folder":""}