Deck of Many Nots
This deck of cards is quite an unusual treasure. The backs of these cards are blue ripples of water with the reflection of a mage that occasionally winks at you. The fronts appear to be blank when rifling through the cards, and only appear when you draw a card as an action or reaction. This Deck is one of the following: an 80 card deck, with 4 of each type, a 20 card deck with 1 of each type, a 7 card hand that contains certain cards listed on the table. Once a card is drawn its image and effect activate, then it shatters into thousands of crystal shards that fall out of existence.
Playing Card — Card:
Ace — Knot*
King — Tide
Queen — Dome*
Jack — Hexagram
Ten — Infinity
Nine — Statue
Eight — Anomaly
Seven — Lock*
Six — Chest
Five — Failure
Four — Death*
Three — Zombie
Two — Broken Wheel*
One — Wall
Blank — Shield*
Rules — Guard
Game — Cuffs
Logo — Mirror
Joker (with TM) — Thief*
Joker (without TM) — Rejection
*Found in a 7 card hand.
Knot: The strings of fate begin to weave around you, you may cast Counterspell as a free action, and Dispel Magic as a bonus action and without expending a spell slot. Whenever you cast a spell like this you become grappled by magical ropes that bind you to the ground. The ropes grip loosens at the beginning of your next turn. After each short or long rest, you may cast another spell like this.
Tide: A wave of force Comes crashing down upon everything within 120 feet of you. All objects, structures, and creatures in the area take 10d10 force damage. If a thing would be destroyed by this spell, it turns into a fine powder. This ignores the effects of the antimagic field and ignores resistances and immunities. A creature caught in the wave is pushed back to the edge of the wave.
Dome: Whenever you draw this card you get stuck inside an antimagic field. The field follows you and can only be broken by casting dispel magic on it. Any creature within 30 feet of you while you draw this card has the same effect cast on them. The antimagic field is a 30-foot radius. A magical bubble of force also surrounds you. Your AC increases by 5.
Hexagram: Inky black portals begin to appear around a creature or object that you can see within 60 feet of you. Chains and symbols shoot out from the portals capturing whatever the target is. The target can escape by making a DC 35 Strength(Athletics) check. The chains last until you dismiss them as an action, or until they are removed by the likes of wish.
Infinity: Time begins to warp around you, folding in on itself. At any point within the next year, you may cause a 15-minute time loop that lasts until you succeed at whatever task you are doing, or realize that the task is impossible to succeed with your desired outcome and end the effect as an action.
Statue: You target a creature within 60 feet of you that you can see. Their flesh and equipment begin to turn to stone. The target becomes petrified until the effect is removed by Greater Restoration of Wish.
Anomaly: You conjure an anomaly within 200 feet of you, the DM determines the type and effects of the anomaly.
Lock: You seal a door, chest, or other similar objects with complex arcane locks and mechanisms. This lock cannot be lockpicked or dispelled except through the use of the wish spell. You receive an astral skeletal key that is the only way to unlock whatever you have locked. A creature that tries to break whatever is being locked takes 5d12 force damage and fails the attempt.
Chest: When you draw this card, a large wooden chest ornately decorated with a gold fringe. Opening this chest sucks in any creature within 5 feet of it, and teleports them to a pocket dimension inside the chest. Anything stored in here doesn't age, decay, or tarnish. You may conjure the chest as an action on your turn. After all creatures exit the chest it disappears with any items or objects left indie of it. Drawing this card again out of the deck gives you another chest identical to the first, except it has its own pocket dimension.
Failure: Your next task is bound to fail after you draw this card and in a spectacular fashion. Your next attack, ability check, or saving throw results in a critical failure (DMG, pg242). Up to three other creatures you can see within 60 feet of you also gain this effect.
Death: You cast Finger of death at up to two creatures you can see within range. The DC for the spell is 18
Zombie: You resurrect up to six corpses to fight for you as your undead guardians. These zombies last until they are killed, and whether they are zombies or skeletons depends on the type of corpse.
Broken Wheel: You cast disintegrate on an object you can see within range or you turn to dust any structure or object that you are currently touching.
Wall: You raise a complete fortress in the closest open area. The fortress is 200 feet by 200 feet and comes equipped with Spectral Guardians, Astral Knights, and ballista towers. This is a permanent structure and is completely under your control. Any unknown or hostile creature that enters the fortress will be attacked by the guard automatically. You determine the design of the fortress
Shield: Your AC increases by 3, and you cannot be targeted by magic missile. You gain a natural AC of 13+Proficiency. This effect forever or until removed by wish.
Guard: A Warforged lv15 Guardian gets summoned and follows and defends you. The warforged is under your control, and you determine its design, alignment, abilities, and background. As an action on your turn you can move and attacks with the warforged, otherwise it will step in front of any attackers.
Cuffs: You chain together up to 6 creatures you can see within 120 feet of you. The chains are magical and can only be broken by magical means. A creature bound by the chains has its movement speed halved and requires a DC 18 Dex save to move. All attacks have advantage against the bound creatures. Bound creatures automatically fail Dex saves that aren't caused by the creature moving. Chained creatures cannot cast spells or make attack actions, and cannot use bonus action or reactions.
Mirror: For the next minute, any attack made against you is reflected onto the attacker. The attacker takes the damage from the attack even if it misses you. If an attack hits you, the attacker takes full damage and you take half.
Thief: You magically steal an object away from an enemy or that is on the ground that you can see within 300 feet of you. If it is an attuned item it automatically becomes attuned to you, this works on any item including cursed items and hex blades. The object cannot be bigger than 5 feet in any dimension.
Rejection: Once per long rest you may force a creature to fail a task. As a reaction, you choose a creature that is making an attack, saving throw, ability check, death saving throw, or spell casting. That creature automatically fails at what they are doing. If it is a saving throw they don't succeed, an attack won't hit you, They fail two death saving throws, they don't pass their skill check, and the spell consumes a spell slot and fails. Drawing this card multiple time allows for you to use it 1 per day for each time you've drawn this card.
Deck of Many Nots |
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adventuring gear (wonderous item) |
Category: Items |
Item Rarity: Legendary |
Weight: 0.5 |
"WHAT KIND OF SICK JOKE IS THISS THING!!! I THOUGHT THAT WE WERE SUPPOSED TO BE ALLIES!"-L__u_v Al_x__s
Item type
Magical
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