Joker Cards (5e Equipment)
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Weapon (playing card), rare (requires attunement) This is a deck of 52 playing cards. Each card uses the statistics of a dart. You have a +2 bonus to attack and damage rolls made with these magic weapons. When you hit a creature with a joker card, the target must succeed a DC 14 Constitution saving throw or take 2d10 poison damage and be poisoned for 1 minute. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once an attack has been made with a card, it becomes a normal playing card.
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