Deck of Destiny Item in Novysvet | World Anvil
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Deck of Destiny

The deck of destiny is a deck of 22 different cards commonly used by oracles or religious authorities to determine the future or create prophecies.  

Balance

You feel neither too good nor too bad, neither full nor empty.
+ You can not roll with disadvantage this week.
-  You can not roll with advantage this week either.

Comet

A sign in the sky, a ball of ice - hurtling through space and boiled by the sun!
+ Whenever you get hit by an melee attack, the attacker rolls a d6, on a 1 or 6 they are frozen (stunned) until the beginning of their next turn.
-  You become vulnerable to fire damage for this week.

Donjon

What secrets does the Donjon hold? A treasure, a clue or certain death?
+ Whenever you enter a dungeon your intuition tells you how many beings are hidden in there.
-  You are unable to increase your distance to any opponent

Fates

All our fates are woven together like a never ending carpet, pulling one string affect the other!
+ Roll seven d4, once per day you may add or remove one of the d4's to any of your or someone else's rolls.
-  You must do the exact opposite action on the same target's next roll, i.e. if you subracted 2 from your opponents attack, you have to add 2 on their next roll.

Flames

The flame that one evening lit a scholars book may in the morning burn his entire library!
+ Whenever you get hit by a melee attack, your attacker takes half of the damage you have taken as fire damage.
-  You are vulnerable to cold damage.

Fool

A lack of wisdom, widened by pure ignorance.
+ You can not become frightened.
-  All Wisdom rolls you do have disadvantage.

Idiot

A small mistake there, a bit of carelessness here.
+ You can not become charmed.
-  All Intelligence Rolls you do have disadvantage.

Jester

A happy smile a dirty joke, fuelled by a heart of sadness.
+ You roll with advantage on any charisma checks.
-  No one takes you seriously as they think that every work you say is a joke.

Key

Something important is about to be uncovered. Characters find it easier to spot and open entrances of any kind until the end of the week.  

Knight

A strong warrior enters the scene. Characters gain +1 Strength until the end of the week.  

Moon

The event will happen during the night. The moon shines brighter than usual, sleeping/entering trance in the open is not possible.  

Rogue

A shadow walks among us, something is happening in the darkness.
+ All stealth checks you do are with advantage.
-  No one trusts you nor do they believe a word you say.

Ruin

This card forecasts destruction, conflict. Something dear to the character will be destroyed this week.  

Skull

Death has come upon Novysvet.
+ Death saving throws of 9 and higher count as a success.
-  After each long rest you choose another friendly Player Character, they must roll a d100, on a 2-10 they drop to 0HP, on a 1 they drop to 0HP with one Death saving throw already failed.

Star

A bright star will light the night sky. The Characters may either learn a new proficiency this week or add +1 to any of their basic stats.  

Sun

The event will happen during the day. The sun is hotter than usual, characters need to drink an additional 0.5 gal of water per day or instantly gain one exhaustion point.  

Talons

Huge claws, fiery breath and a huge shadow on the ground. The Characters will encounter a dragon this week.  

Throne

A change in the world order will occur. The Characters find it easer to deal with authorities until the end of the week.  

Vizier

A glimpse of the past, present or future. Characters gain +1 Wisdom until the end of the week.

Significance

Religious
Item type
Religious / Ritualistic
Rarity
Common

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