SIGNING IN

Hit Points

Hit Dice 1d8 per niveau

Vaardigheden

WIS , CHA

Tarocchi

Niveau Proficiency Bonus Eigenschappen Hand Size Cantrips Known Spells Known Spell Level
1 + 2 Card Shark Force A Card 5 4 2 {@filter 1st|spells|level=1|class=Tarocchi (ATT)}
2 + 2 Card Shark Force A Card 5 4 3 {@filter 1st|spells|level=1|class=Tarocchi (ATT)}
3 + 2 Card Shark Force A Card 5 4 4 {@filter 2nd|spells|level=2|class=Tarocchi (ATT)}
4 + 2 Card Shark Force A Card 5 5 5 {@filter 2nd|spells|level=2|class=Tarocchi (ATT)}
5 + 3 Card Shark Force A Card 5 5 6 {@filter 3rd|spells|level=3|class=Tarocchi (ATT)}
6 + 3 Card Shark Force A Card 5 5 7 {@filter 3rd|spells|level=3|class=Tarocchi (ATT)}
7 + 3 Card Shark Force A Card 6 5 8 {@filter 4th|spells|level=4|class=Tarocchi (ATT)}
8 + 3 Card Shark Force A Card 6 5 9 {@filter 4th|spells|level=4|class=Tarocchi (ATT)}
9 + 4 Card Shark Force A Card 6 5 10 {@filter 5th|spells|level=5|class=Tarocchi (ATT)}
10 + 4 Card Shark Force A Card 6 6 11 {@filter 5th|spells|level=5|class=Tarocchi (ATT)}
11 + 4 Card Shark Force A Card 6 6 12 {@filter 6th|spells|level=6|class=Tarocchi (ATT)}
12 + 4 Card Shark Force A Card 6 6 12 {@filter 6th|spells|level=6|class=Tarocchi (ATT)}
13 + 5 Card Shark Force A Card 6 6 13 {@filter 7th|spells|level=7|class=Tarocchi (ATT)}
14 + 5 Card Shark Force A Card 7 6 13 {@filter 7th|spells|level=7|class=Tarocchi (ATT)}
15 + 5 Card Shark Force A Card 7 6 14 {@filter 8th|spells|level=8|class=Tarocchi (ATT)}
16 + 5 Card Shark Force A Card 7 6 14 {@filter 8th|spells|level=8|class=Tarocchi (ATT)}
17 + 6 Card Shark Force A Card 7 6 15 {@filter 9th|spells|level=9|class=Tarocchi (ATT)}
18 + 6 Card Shark Force A Card 7 6 15 {@filter 9th|spells|level=9|class=Tarocchi (ATT)}
19 + 6 Card Shark Force A Card 7 6 15 {@filter 9th|spells|level=9|class=Tarocchi (ATT)}
20 + 6 Card Shark Force A Card 7 6 15 {@filter 9th|spells|level=9|class=Tarocchi (ATT)}

Klassespreuken

absorb elements|xge Alter Self Animal Friendship Animate Dead Antimagic Field Arcane Lock Augury Bestow Curse Bigby's Hand catapult|xge catnap|xge cause fear|xge chaos bolt|xge charm monster|xge Charm Person Chill Touch Chromatic Orb Circle of Death Clairvoyance Color Spray Command Compulsion Contagion Contingency Control Weather Counterspell create bonfire|xge Create or Destroy Water Create Undead Creation Cure Wounds Dancing Lights danse macabre|xge Death Ward Delayed Blast Fireball Detect Magic Detect Thoughts Dimension Door Disguise Self Dispel Magic Dominate Person Dream Earthquake Enhance Ability Enlarge/Reduce Fabricate Feather Fall Feeblemind Find the Path Fireball Fly Fog Cloud Foresight Friends Geas Glibness Globe of Invulnerability Glyph of Warding Greater Restoration Guards and Wards healing spirit|xge Heroism Hypnotic Pattern Identify illusory dragon|xge Illusory Script immolation|xge Invisibility invulnerability|xge Knock Legend Lore Lesser Restoration Levitate Light Lightning Bolt Locate Creature Locate Object maddening darkness|xge Mage Hand Magic Missile Mending mental prison|xge Message Mind Blank Minor Illusion Mirage Arcane Mirror Image Mislead Misty Step Modify Memory Otto's Irresistible Dance Phantasmal Killer Planar Ally Polymorph Power Word Stun Power Word Kill Prestidigitation Prismatic Spray Produce Flame Programmed Illusion Project Image pyrotechnics|xge Raise Dead Ray of Frost Ray of Sickness Ray of Enfeeblement Regenerate Remove Curse Resistance Resurrection Revivify Rope Trick Scorching Ray Scrying Seeming See Invisibility Sending Shield Shocking Grasp Silent Image Sleep snare|xge Spare the Dying Speak with Dead Spiritual Weapon Suggestion Symbol Telekinesis thunderclap|xge thunder step|xge Thunderwave Time Stop True Seeing Vampiric Touch vitriolic sphere|xge Weird Witch Bolt Wish alter self|xphb animal friendship|xphb animate dead|xphb antimagic field|xphb arcane lock|xphb augury|xphb bestow curse|xphb bigby's hand|xphb charm person|xphb chill touch|xphb chromatic orb|xphb circle of death|xphb clairvoyance|xphb color spray|xphb command|xphb compulsion|xphb contagion|xphb contingency|xphb control weather|xphb counterspell|xphb create or destroy water|xphb create undead|xphb creation|xphb cure wounds|xphb dancing lights|xphb death ward|xphb delayed blast fireball|xphb detect magic|xphb detect thoughts|xphb dimension door|xphb disguise self|xphb dispel magic|xphb dominate person|xphb dream|xphb earthquake|xphb enhance ability|xphb enlarge/reduce|xphb fabricate|xphb feather fall|xphb befuddlement|xphb find the path|xphb fireball|xphb fly|xphb fog cloud|xphb foresight|xphb friends|xphb geas|xphb glibness|xphb globe of invulnerability|xphb glyph of warding|xphb greater restoration|xphb guards and wards|xphb heroism|xphb hypnotic pattern|xphb identify|xphb illusory script|xphb invisibility|xphb knock|xphb legend lore|xphb lesser restoration|xphb levitate|xphb light|xphb lightning bolt|xphb locate creature|xphb locate object|xphb mage hand|xphb magic missile|xphb mending|xphb message|xphb mind blank|xphb minor illusion|xphb mirage arcane|xphb mirror image|xphb mislead|xphb misty step|xphb modify memory|xphb otto's irresistible dance|xphb phantasmal killer|xphb planar ally|xphb polymorph|xphb power word stun|xphb power word kill|xphb prestidigitation|xphb prismatic spray|xphb produce flame|xphb programmed illusion|xphb project image|xphb raise dead|xphb ray of frost|xphb ray of sickness|xphb ray of enfeeblement|xphb regenerate|xphb remove curse|xphb resistance|xphb resurrection|xphb revivify|xphb rope trick|xphb scorching ray|xphb scrying|xphb seeming|xphb see invisibility|xphb sending|xphb shield|xphb shocking grasp|xphb silent image|xphb sleep|xphb spare the dying|xphb speak with dead|xphb spiritual weapon|xphb suggestion|xphb symbol|xphb telekinesis|xphb thunderwave|xphb time stop|xphb true seeing|xphb vampiric touch|xphb weird|xphb witch bolt|xphb wish|xphb

Klasse-eigenschappen

Niveau 1

Card Shark
Force A Card

Niveau 10

Cold Reading
Game of Choice feature

Niveau 12

Ability Score Improvement

Niveau 14

Game of Choice feature

Niveau 16

Ability Score Improvement

Niveau 18

Ace in the Hole (two cards)

Niveau 19

Ability Score Improvement

Niveau 2

Misdirection
Stack The Deck

Niveau 20

Bottom Dealing

Niveau 3

Game Of Choice
Equivocation

Niveau 4

Ability Score Improvement

Niveau 5

Ace In The Hole

Niveau 6

Game of Choice feature

Niveau 8

Ability Score Improvement

Voortgang Bekende Spreuken

Niveau 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Bekende Spreuken 2 3 4 5 6 7 8 9 10 11 12 12 13 13 14 14 15 15 15 15

Caster-voortgang

Caster-voortgang: full

Cantrip-voortgang

Niveau 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Cantrips Bekend 4 4 4 5 5 5 5 5 5 6 6 6 6 6 6 6 6 6 6 6

Vaardigheden

Armor

light

Weapons

Simple Weapons

Skills

Startuitrusting

Als alternatief kun je beginnen met: 5d4×10|4d4 × 10|Starting Gold

Klasse-eigenschappen

Card Shark (Level 1)

Some event in your past, whether it be through blood or study or making a pact with an otherworldly being, has left the indelible mark of arcane magic upon you. Along with a magical deck of cards that you have come into possession of, you are able to create powerful magical effects, so long as you draw the right card.

Unlike other magic users, you use your cards to fund your arcane abilities directly, meaning that you cast magic spells in a unique way.

Hand Size

Each card in your deck represents one spell slot. However, tarocchi spell slots work differently than those of others.

At 1st level, your hand size is 5. You can draw up to your maximum hand size (as shown in the Hand Size column of the Tarocchi table) as a bonus action on your turn. Your hand persists until you finish a long rest. To cast a tarocchi spell, you must play a card of the appropriate spell slot from your hand. Any card in the deck can be cast as a cantrip. To play a card as anything other than a cantrip, you must be of an appropriate level, as shown on the Card Slots table. Once you cast a spell, the card is discarded until you finish a long rest.

Your hand size increases as you gain levels, as shown in the Hand Size column of the Tarocchi table. You can discard cards from your hand at any time without an action. Once a card is discarded, it is lost until you finish a long rest, at which point all cards return to your deck. This includes cards which may have been left in other areas or even destroyed.

To cast a spell at a higher level, you must play a card of a higher rank when you cast the spell. When you do so, the spell is cast at the level of the higher card, to a maximum of your highest spell level known as shown on the Spell Level column of the Tarocchi table.

For example, if you are a 1st-level tarocchi and know the 1st-level spell cure wounds, and your hand includes a 10, Jack, Queen, King, and an Ace, you can play the 10 to cast cure wounds as a 1st-level spell. Your higher cards (the Jack, Queen, King, and Ace) can only be cast as cantrips until you reach the appropriate levels of the Card Slots table.

Cantrips

At 1st level, you know four cantrips of your choice from the tarocchi spell list. You learn additional tarocchi cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Tarocchi table.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the tarocchi spell list.

The Spells Known column of the Tarocchi table shows when you learn more tarocchi spells of your choice. Each of these spells can be no higher than the highest spell level you know, as shown in the Spell Level column of the Tarocchi table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the tarocchi spells you know and replace it with another spell from the tarocchi spell list, which also must be no higher than your highest spell level known.

Card Slots
Tarocchi LevelRankSuitSpell Slot

1st

2 - 9 (any suit)

♦️, ♥, ♣, ♠

Cantrip

1st

10 (any suit)

♦, ♥, ♣, ♠

1st

3rd

Jack (any suit)

♦, ♥, ♣, ♠

2nd

5th

Queen (any suit)

♦, ♥, ♣, ♠

3rd

7th

King of Hearts or Diamonds

♦, ♥

4th

9th

King of Clubs or Spades

♣, ♠

5th

11th

Ace of Diamonds

6th

13th

Ace of Hearts

7th

15th

Ace of Clubs

8th

17th

Ace of Spades

9th

Spellcasting Ability

Charisma is your spellcasting ability for your tarocchi spells. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a tarocchi spell you cast and when making an attack roll with one.

Spell

Spell

Alternative Modifier

The tarocchi is written with a charismatic, charlatan type of character in mind. However, there are other kinds of card players as well such as the intellectual, calculating card counter. If it better fits your chosen flavor, you can use Intelligence as your spellcasting ability (as well as your saving throw proficiency) instead of Charisma.

Spellcasting Focus

The cards you play when you cast a spell count as a spellcasting focus for your tarocchi spells.

Running Out of Cards

When you have no cards remaining in your deck or your hand, you can take a bonus action to draw two magical jokers into your hand. These cards can only be used to cast cantrips, and disappear immediately once they are used to cast spells. When you finish a long rest, any jokers in your hand disappear.

Force A Card (Level 1)

As a tarocchi, you are the master of getting the cards you need in order to turn a situation in your favor. At 1st level, you can take an action to search your deck for a single card and add it to your hand, so long as you are not already at your hand limit. After you take this action, shuffle your deck.

You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

Misdirection (Level 2)

Beginning at 2nd level, your quick wit and dexterous hands allow you to surprise and beguile your opponents. Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses that skill proficiency or your proficiency with your playing card set.

Additionally, you can make a Charisma (Deception) or Dexterity (Sleight of Hand) skill check as a bonus action on your turn.

Stack The Deck (Level 2)

Starting at 2nd level, you've learned to regain your most potent magics. Once per day when you finish a short rest, you can take any amount of a single rank card in your discard pile and shuffle them into your deck. This includes court cards, but not aces. The rank of "king" is split in half according to your spell slots. The king of diamonds (♦) and hearts (♥) count as a single rank, while the king of clubs (♣) and spades (♠) count as a separate rank for the purposes of this ability.

Game Of Choice (Level 3)

While tarocchi are fond of any game of chance, each has one which they excel in. At 3rd level, choose Blackjack, Euchre, Mau, Poker, or Spades. Each choice affects your abilities and the way you are able to play your cards.

Your choice grants you features when you choose it at 3rd level, and again at 6th, 10th, and 14th level.

Equivocation (Level 3)

By 3rd level, your magical prowess with cards offers you supernatural luck over all games of chance. When you receive randomized results from a game of chance or a magic item, including drawing a card from your power pack, you can instantly take one additional result and choose between the two. The result you do not choose is placed back into its source at random if possible. This happens magically, and creatures without truesight can't notice you replacing a result. Once you use this feature, you must finish a short or long rest before you can use it again.

Ability Score Improvement (Level 4)

When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Ace In The Hole (Level 5)

Beginning at 5th level, you have the ability to have a spell prepared even when your card is not ready. You can use an action to designate one card which remains in your power pack and cast a spell which has a casting time of one action or one bonus action using that card (even though you do not have the card in hand). When you do so, search your power pack for the card and discard it, and then shuffle your deck.

Once you use this feature, you must finish a long rest before you can use it again. Starting at 18th level, you can use it twice before a rest.

Game of Choice feature (Level 6)

At sixth level, you gain another feature from your Game of Choice

Ability Score Improvement (Level 8)

When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Cold Reading (Level 10)

Starting at 10th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

  • Intelligence Score

  • Wisdom Score

  • Charisma Score

  • Passive Perception

  • Current spell slots

  • Total class levels (if any)

  • Maximum spell level (if any)

Game of Choice feature (Level 10)

At tenth level, you gain another feature from your Game of Choice

Ability Score Improvement (Level 12)

When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Game of Choice feature (Level 14)

At fourteenth level, you gain another feature from your Game of Choice

Ability Score Improvement (Level 16)

When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Ace in the Hole (two cards) (Level 18)

When you reach 18th level, you can use the Ace in the Hole feature twice before a long rest.

Ability Score Improvement (Level 19)

When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Bottom Dealing (Level 20)

By 20th level, you've gained complete mastery over your cards. Whenever you play a card with a rank of queen or lower, instead of discarding it, you can place the card on the bottom of your power pack. At any time, you can play that card again as though it were a card in your hand. At that point, discard the card.

Multiklassen

Multiklasse-vereisten

{"cha":13}

Verworven Vaardigheden

Skills Choose Kies 1 van Arcana, Deception, History, Insight, Intimidation, Performance, Persuasion, Sleight Of Hand
Tools Gaming Set (Playing Cards)

Subklasses

Blackjack
ATannerTarocchi
Euchre
ATannerTarocchi
Mau
ATannerTarocchi
Poker
ATannerTarocchi
Spades
ATannerTarocchi

Subklasse-eigenschappen

Blackjack

Blackjack (Level 3)

Also known as twenty-one, blackjack is a game with a long history. The basic premise of the game is that each player has a pile of cards in front of them, and the object is to get that pile to equal 21, by adding up the ranks of cards in the pile.

Hit Me (Level 3)

Beginning when you choose this game at 3rd level, you have the ability to generate extra cards to cast. When a creature hits you for the first time each turn with an attack, you generate a Blackjack card. This card is drawn from the top of your deck, and placed face-up in front of you. Each time you are hit by an attack, a new card is added to the Twenty-One Pile.

You must keep a running total of the ranks of cards in your Twenty-One Pile. Face cards count as 10 for the purposes of Blackjack, while aces count as either 1 or 11 (your choice). Any card from your Twenty-One Pile can be cast as though it were in your hand.

If the total of cards in your Twenty-One Pile ever exceeds 21, all cards in the pile are immediately discarded.

If the total of cards in your Twenty-One Pile ever equals exactly 21, you immediately draw all cards from your Twenty-One Pile into your hand (even if this would exceed your maximum hand limit), and gain a Blackjack for 1 minute. At any time during this minute when you would roll a d20, you can instead choose not to roll the die and simply treat the result as though you had rolled a 20, and gain a +1 bonus to the result. You can only have a single Blackjack at a time.

All cards in your Twenty-One Pile return to your deck when you finish a long rest.

Double Down (Level 6)

Starting at 6th level, you can take a bonus action to add a single card from your hand to your Twenty-One Pile. You cannot start a Twenty-One Pile in this way, only add to an existing one.

Surrender (Level 10)

Beginning at 10th level, you can give the appearance of defeat. You can cast the feign death spell, but only as a ritual.

Split (Level 14)

Starting at 14th level, you gain the ability to start multiple Twenty-One Piles in front of you by splitting cards of the same rank. If the only two cards of a Twenty-One Pile are of the same rank, you can split them into two separate Twenty-One Piles. Whenever you gain a new Blackjack card, you can choose to add it to either pile. Each pile can generate a separate Blackjack, which can allow you to have two Blackjacks at the same time. You cannot start a new Twenty-One Pile until all cards in front of you are either discarded or taken into your hand.

Euchre

Euchre (Level 3)

Euchre has gone by many different names, but the crux of the game is that it is played with a smaller deck than normal, as players attempt to take tricks. Like your favorite game, you learn to quickly get to the cards you need.

Standard Deck (Level 3)

Beginning when you choose this game at 3rd level, you can pare down your power pack to better ensure you get your powerful cards. When you finish a long rest and your cards reform in your pack, you can choose any rank of cards between 2-8. These cards are removed from your deck entirely until your next long rest. For each rank you choose to remove in this way, you gain 1 temporary hit point.

For example, at 1st level, if you choose ranks 2, 3, 4, and 5, then you would remove all 2s, 3s, 4s, and 5s from your deck, and you would gain 4 temporary hit points. If you chose all ranks 2-8, you would gain 7 temporary hit points.

The amount of temporary hit points you gain when removing a rank of cards increases by 1 when you reach 5th level (2 temporary hit points), 11th level (3 temporary hit points), and 17th level (4 temporary hit points).

Knock (Level 6)

Starting at 6th level, you have the ability to pass your turn for greater benefit later. You can choose to give up your action and all of your movement on your turn. If you do so, you gain one additional action on your next turn. You can only ever gain one additional action in this way.

Table Talk (Level 10)

Beginning at 10th level, you can cast the Rary's Telepathic bond spell, but only as a ritual.

Best Bower (Level 14)

Starting at 14th level, you have the ability to to use your Jacks as more powerful spells. You can take a bonus action to choose a color, either red or black. Until you finish a long rest, the Jacks in your power pack of that color can be used as a spell slot of up to 5th level.

Mau

Mau (Level 3)

There is nothing more enjoyable to a mau master than to introduce a new person to the game. Teaching someone to play is very simple:

The only rule I can tell you... is this one...

Despite this seeming ambiguity, true mau masters delight in following the secret rules of the game. Following these unspoken rules grants you incredible power.

Mau Begins Now (Level 3)

Beginning when you choose this game at 3rd level, you construct your discard pile differently than other tarocchi. While other tarocchi can simply discard their cards whenever they wish, you must play your cards in a certain order. Once you play your first card after a long rest, new cards must be played off of the previous cards. This is done in one of two ways: the next card played must either match the suit of the previous card played, or else it must match the rank of the previous card. If you play a card that does not match this convention on the previous card played, you gain one level of exhaustion. You can always discard cards without playing them, which are placed at the bottom of your discard pile (so you can continue to play off of your previously played cards). Despite normally being separate ranks, kings and aces can be played off of previous ones for the purposes of mau.

So long as you play by the rules, your spells become more powerful. Each cantrip you play according to the rules which deals damage is cast with a damage increase, as though you were the next level of spellcaster required for additional damage (5th, 11th, or 17th level). At 17th level, your cantrips gain another increase, beyond their normal bounds.

Each spell of 1st level and higher you play according to the rules is cast as a spell one level higher than normal (to your maximum spell level).

Reverse Order (Level 6)

Starting at 6th level, you have the ability to reverse turn order temporarily. As a bonus action on your turn, you can invoke a Reverse command. Once your turn is complete, instead of the next creature in initiative taking its turn, the previous creature takes its turn. This continues, with initiative going in backward order until it returns to you. Once you complete this turn, initiative returns to normal. Once you use this feature, you must complete a short or long rest before you can use it again.

Point of Order (Level 10)

Beginning at 10th level, you can call upon an otherworldly presence to answer your questions. You can cast the commune spell, but only as a ritual. When you do so, a deity or extraplanary being that is friendly toward you appears to answer your questions.

Have a Nice Day (Level 14)

Starting at 14th level, whenever you play a 7, you can order a target within 30 feet that you can see to have a nice day. The next attack roll made against this target within the next minute has advantage.

Poker

Poker (Level 3)

Poker is a game with an extremely long history and thousands of variants. Most games of poker are played similarly, however. Each player has a hand, with which they try to have the best combination of cards. The player with the best hand wins the round, and play continues.

Winning Hand (Level 3)

As a poker player, you have the ability to play multiple cards at once to enhance your spell effects. At 3rd level, you can play any of the poker hands (see the Winning Hand sidebar) to gain an additional effect. When you play a Winning Hand, you must play an entire poker hand of five cards, even if the Winning Hand you play does not require five cards. You must cast a single spell when you play the hand, which can be a spell from any of the cards in the hand.

Poker Pile

When you play a Winning Hand, you put a number of the cards used to play the hand into a separate discard pile, called the Poker Pile. When you a finish a short or long rest, take all cards in the Poker Pile and shuffle them back into your power pack.

Winning Hands

The following combinations of cards can be played to form a Winning Hand.

Two pair

This hand contains at least two cards of the same rank, and two cards of another rank. When you play this hand, you can cast two spells with a casting time of 1 action, one for each pair. Discard one card from each pair, and place the remaining three into the Poker Pile.

Three of a kind

This hand contains at least three cards of the same rank. When you have three of a kind in hand and you or an ally within 60 feet would take damage from a spell or weapon attack, you can cast a spell with a casting time of one action or one bonus action as a reaction. Discard two of the three identical cards, and place the remaining three cards into the Poker Pile.

Straight

This hand contains at least five cards in sequential rank. When you play this hand, all targets affected by the spell have disadvantage on the first saving throw made against the spell. Discard the three highest cards in the hand, and place the remaining two in the Poker Pile.

Flush

This hand contains at least five cards, all of which are the same suit. When you play this hand to cast a spell, you can choose for any targets of the spell to also be under the effects of the haste or slow spell (your choice) until the end of your next turn. Discard the two highest cards from the flush, and place the remaining three in the Poker Pile.

Full house

This hand contains three cards of one rank, and two cards of another rank. When you play this hand to cast a spell which requires concentration, you do not need to make Constitution saving throws to maintain your concentration when you take damage. Discard the three same-rank cards, and keep the two off-rank cards in your hand.

Four of a kind

This hand contains four cards of the same rank. When you play this hand and cast a spell that targets only one creature and that doesn't have a range of self, you can target three other creatures in range with the spell. Discard all four of the cards, and put the last one into the Poker Pile.

Straight flush

This hand contains five cards of sequential rank, all of which are the same suit. When you play this hand, any dice you would roll for the spell (not including attack rolls) are maximized, taking their highest value. Discard the entire hand.

Hold 'em (Level 6)

Starting at 6th level, you can take your poker abilities a step further. On your turn, you can take a bonus action to place up to three cards in front of you as Hold 'em cards. These cards remain in front of you for 1 minute, during which time you can draw back up to your normal hand limit. While they do not count against your hand limit, they can be used in conjunction with cards in your hand to make a Winning Hand. They are considered played whenever you make the Winning Hand, and are discarded normally. If the hold 'em cards are not used within 1 minute, they are discarded.

Cozy Table (Level 10)

Beginning at 10th level, you are ready for a round of poker no matter where you are. You can cast the Leomund's tiny hut spell, but only as a ritual. When you do so, you can also cast the Tenser's floating disk spell as part of the same ritual. The disk cannot leave the hut.

All In (Level 14)

Starting at 14th level, you can target one creature within 60 feet as a bonus action. You and the creature each roll a d20. The higher of the rolls is the victor.

The victor of the roll has advantage on attack rolls against the loser. The loser has disadvantage on all saving throws from effects initiated by the victor.

This effect lasts for 1 minute. Once the effect ends, the target is immune to the effect for 24 hours, but you can initiate the effect against a new target.

Spades

Spades (Level 3)

Spades is a game which requires the player to correctly predict an entire round based only on the knowledge of their own hand. Spades players like the uncertainty of working with only their own hand, and turning it into a certain win.

Kitty Card (Level 3)

A variant of spades allows a bidding player to pass a card to their ally, and to receive one in return. This card is sometimes affectionately referred to as a kitty card. Beginning at 3rd level when you choose this game, you can play a card for a spell of 5th level or lower, naming the spell you cast into it. However, unlike a normal casting of the spell, you can identify the card as a kitty card. This traps the spell's magic in the card, but does not cast the spell immediately.

Once a card has been designated a kitty card, it can be given to any other creature to hold on to. At any time, that creature can touch the kitty card and use an action to say a code word (that you both come up with together). This allows the creature to cast the spell. The spell activates as though you were casting it. This includes using your level (if the card is a cantrip), and using your spell save DC for any targets which are affected by the spell. However, the range and area activate from the creature holding the card, which chooses any targets and makes any spell attack rolls required (although their roll still uses your spell attack ability modifier). If the spell requires concentration, the creature activating the spell must maintain concentration on it.

You can have one kitty card active at a time. If you create a new kitty card before an existing one is activated, the old kitty card loses its power. Regardless of when it is created, all cards (including unexpended kitty cards) return to your deck when you finish a long rest.

Trump Card (Level 6)

Starting at 6th level, you can get the jump on foes who think they have the advantage. When you or an ally within 30 feet of you are subject to a weapon attack, you can use a reaction to play any card in the spades (♠) suit from your hand to cast a spell which has a casting time of 1 action or 1 bonus action.

You can use this feature once, and regain the ability to do so when you finish a short or long rest.

Partners (Level 10)

Spades is most often a game that is played with a partner, and you can find a partner no matter where you go. Beginning at 10th level, you can cast the comprehend languages, find familiar, and unseen servant spells, but only as rituals.

First Trick Clubs (Level 14)

Starting at 14th level, you can use the power of one of your cards in order to gain a supreme advantage over other creatures. When you roll initiative, you can play the 2 of clubs (♣) as part of your roll. If you do so, you treat your initiative as though you had rolled a 20, and have advantage on the first attack you make during the initiative. If you would be surprised, you are not surprised.