Ranged Weapon Attack: +6 to hit, range 20 ft., one creature. Hit: The target creature is affected as if it drew a random card from the deck of many things. In the hands of anyone but a red jester, the jester's deck acts as a normal, nonmagical deck of playing cards. +2 Mace of Merriment. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 14 (2d8 + 5) bludgeoning damage and the target must make a successful DC 14 Wisdom saving throw or be paralyzed with merriment for 1d3 rounds. In the hands of anyone but a red jester, the weapon acts as a +1 mace.