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Hand of Cosmos in Dungeons & Dragons 5e

Homebrew

Hand of Cosmos

Adventuring Gear

Uncommon Spellcasting ability Requires Attunement

These five cards are part of the Cosmos Deck, a 32-card magical series. Each card is crafted from durable metal and adorned with intricate gold details, depicting celestial bodies in different phases against silk-like blue and crimson backgrounds, with silver and gold astronomical patterns. Illusion magic makes the silk appear like a living cosmos, with stars and other celestial details subtly moving across its surface.
Carissimo won these five cards from a nobleman in a series of card games. After losing round after round, the noble accused Karesz of cheating and demanded a fair rematch using a neutral deck and an impartial judge in the middle of the tavern, watched by both the noble's guard and a city guard. So certain that Karesz was cheating, the arrogant noble wagered one card from his Cosmos Deck. After losing it, he refused to accept defeat and challenged Karesz again and again, eventually losing five unique cards from the deck. Red with embarrassment, he finally left in silent rage, leaving Karesz with the five magical cards.
The magic of the deck can only be used if it contains at least 4 cards.

Cosmos Deck (2/day)

As an Action, you randomly draw one card from the deck and flourish it to activate its magic. Once a card has been drawn, it cannot be drawn again until the next dawn. You can activate the magic of two cards per day.

The Card

Effect - (Spell save DC 14, Spell attack bonus +6)

Eight-Pointed StarEight spectral shards appear and orbit you for 1 minute. As an Action, you can launch one shard at a creature you can see within 60 feet, making a ranged spell attack. On a hit, the shard deals 3d6 piercing damage. Whether it hits or misses, the shard shatters and is consumed.
Waning Crescent MoonSoothing white-blue energy rushes from the card to a creature you can see within 30 feet, restoring 1d4 + 3 Hit Points to it. The energy then jumps to another creature within 30 feet of the previous target. It can continue to jump until three different creatures have been healed or no valid creature remains.
Full MoonThe card releases a soothing white-blue aura in a 10-foot Emanation around you for 1 minute. You and any creatures you designate within the aura have Advantage on Wisdom and Charisma saving throws. While within the aura, whenever an affected creature regains Hit Points, it regains 1 additional Hit Point.
Raging SunA blazing inferno erupts from the card surrounding you in a 10-foot Emanation for 1 minute. When the Emanation enters a creature's space, and whenever a creature enters the Emanation or ends its turn there, that creature must make a Dexterity saving throw. On a failed save, it takes 2d6 fire damage, or half as much on a successful save. A creature makes this save only once per turn. Flammable objects in the Emanation that aren't being worn or carried ignite.
Solar EclipseMagical darkness spreads from the card in a 15-foot Emanation around you for 1 minute. The darkness spreads around corners. A creature with darkvision cannot see through it, and nonmagical light can't illuminate it. Nonmagical flames within the Emanation are extinguished as the eclipse consumes them.



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