Trickster's Deck

Weapon, rare (requires attunement)
Trickster's Deck

At a cursory glance, this deck appears at as a regular, if somewhat gaudy deck of playing cards. However, cards drawn from this magical deck can be thrown as weapons.

In order to attune to this deck, you need to be proficient with Playing Cards. When attuned to the deck, it counts as a simple ranged weapon with the Thrown (30/60) property. You gain a +1 bonus to attack and damage rolls with this weapon and you are considered proficient with it. On a hit, the card deals 2 (1d4) slashing damage and has an extra effect depending on the damage die roll. On a critical hit, you instead throw a Joker card which deals 7 (2d6) slashing damage, but does not have an extra effect. Thrown cards fly back to the deck after hitting or missing.

You can also use this deck as a regular set of playing cards, in which case you have advantage on any related checks, such as a Dexterity (Sleight of Hand) check to cheat by swapping a card without your opponent noticing.

d4 Effect
1 Clubs: You deal an additional 2 (1d4) bludgeoning damage.
2 Diamonds: The first attack the target makes until the end of its next turn has disadvantage.
3 Hearts: You gain temporary hit points equal to 4 plus your Dexterity Modifier.
4 Spades: The target's movement speed is reduced by 10 feet until the start of your next turn.