Deck of Many Things

Deck of Things Roll once on the table before allowing the players to draw. Any character may draw from the deck. To do so they declare any number of cards (maximum of the number of cards currently in the deck), and must then draw that number. The cards are resolved in the order they are drawn. Once a character has drawn all of their declared cards, they may never again draw from the Deck, except where a card says otherwise. # Name Effect   1 GLASS DIAMOND   A cut diamond which is whole and complete on one side, and shattering on the other. You gain either a vulnerability or resistance to a random element. Roll a d20, if the roll is a 10 or below you gain a vulnerability to the chosen element. Roll 1d8 on the table below:
  • 1 Fire
  • 2 Cold
  • 3 Lightning
  • 4 Acid
  • 5 Thunder
  • 6 Force
  • 7 Roll 1d6 twice, the first is a vulnerability, the second is your resistance
  • 8 Roll 1d6. If you were rolling for a resistance, it becomes an immunity. If you were rolling for a vulnerability, you become stunned until the start of your next turn every time you take this type of damage
  • 2 WISDOM   A person sitting on the ground in meditation, superimposed with an owl’s face. You feel a transformation in your mind, bringing with it the wisdom of an old wise one. However, you also feel yourself becoming less agile with your newfound wisdom. Roll 1d4. Add the number to your Wisdom score, and subtract the same amount from your Dexterity score.   3 THOUGHT   A face, the centre third visible, with a furrowed brow. It is obscured by a card on both sides. You must draw two additional cards beyond your declared draws, but you may choose which to keep. The DM will provide you with an indication if the card is beneficial or detrimental for your character, or neutral (weal, woe, weal and woe). The other card goes back in the deck.   4 YOUTH   A youthful face, looking confused. You feel yourself growing nimbler and more agile, but at the cost of your wisdom. Roll 1d4 and add that much to your Dexterity score. Subtract the same amount from your Wisdom score.   5 THE SAGE   A figure in profile, looking towards the sky, which is filled with a myriad of bright stars and colourful shapes. At any time you choose within one year of drawing this card, you can ask a question in meditation and mentally receive a truthful answer to that question. Besides information, the answer helps you solve a puzzling problem or other dilemma. In other words, the knowledge comes with Wisdom on how to apply it.   6 THE FATHER   An older man, with a grey beard, wrinkled face and tired expression. You feel great strength coursing through you, but at the expense of your mind. Roll 1d4 and add that much to your strength score. Subtract the same amount from your Intelligence score   7 THE SCRIBE   A figure sitting at a desk, writing on an infinite scroll with a quill. Reality's fabric unravels and spins anew, allowing you to counterspell one spell as it is cast near you, or cancel one effect from this deck. You can use the card's magic at any time before you die.   8 THE MAIDEN   An elf maid, dancing on the bank of a river. You feel your steps become lighter, making moving easier. You permanently gain 10 movement speed.   9 THE RIVER   A long, winding river. One random magical item that you are carrying disappears. Artifacts are not affected. In return, you gain 1 magical item of equal value. If you don’t have any magical items, you receive a minor magical item.   10 KNOWLEDGE   The back of a figure, overly large skull with something flowing into it from above, leaning on a crutch. Your mind undergoes spontaneous growth, and you feel yourself becoming more intelligent, but at the cost of your strength. Roll 1d4. Add the number to your Intelligence score, and subtract the same amount from your Strength score.   11 THE SUN   A simple, pleasant painting of the sun, from which comes a feeling of warmth. You gain 1 in all ability scores.   12 THE FISH   A school of fish in a river. Some swim in the air; those beneath the water flop on the riverbed. Once per long rest you gain the ability to treat water as air, or air as water. This effect lasts 1 minute; you may choose to end it early, on your turn. The effect ends if you fall unconscious.   13 THE GORGON   A terrifying visage of a female face with fangs, with hair of green vipers. This card's medusa-like visage curses you. You take a -2 penalty on saving throws while cursed in this way. Only a god or the magic of the Scribe card or Wish spell can end this curse.   14 POSSESSION   A treasure hoard, which you notice includes some items you know are in your pack. All of your magic items and wealth are instantly transported to be part of a treasure hoard on this plane of existence. You are given a map and clues to its location. Artifacts are not affected.   15 QUICKSAND   A figure , face half out of a pool of sand, reaching up for help. You feel your mind slow as you draw his card. You cannot keep your defenses up as efficiently in combat, permanently suffering a -2 penalty to AC. Only a god, or Wish spell, or the Scribe card and end this curse.   16 ENLARGE / REDUCE   A figure walks, getting larger/smaller as it goes. If you are medium or larger, your size reduces in each dimension. You are now small, your Strength score is reduced by 1 but you gain 1 Dexterity. You lose all abilities tied to your size and stature. If you are Small or Tiny, your size is increased: You are now Medium, you gain 1 strength and lose 1 Dexterity, and lose any abilities tied to your small size. Items resize to fit.   17 THE COUNSELOR   A figure sitting, holding paper and pen, another figure lying on a couch behind it. You feel a change in your mind, feeling yourself able to speak and act more persuasively. However, this comes at the expense of your physical endurance. Roll 1d4. Add the number to your Charisma score, and subtract the same amount from your Constitution score.   18 THE CRONE   A smiling hag. You instantly age by 2d10 years, taking the same amount as psychic damage. You then have advantage on all skill checks that you are proficient in, and disadvantage in all others. A god, a wish spell or the Scribe card can reverse this effect.   19 THE HERO   An armoured figure, missing the same body part that the PC rolls. You gain one Legendary or Artifact item usable by your character at the cost of a limb. Roll a d6: 1 = left leg, 2 = right leg, 3 = left arm, 4 = right arm, 5 = an eye, 6 = the Hero smiles on you and you lose nothing.   Lost Lim - roll a d10 1: Left Foot - disadvantage on Strength (Athletics) rolls, and speed is reduced to 5ft (half if a prosthetic is applied). 2: Right Foot - disadvantage on Strength (Athletics) rolls, and speed is reduced to 5ft (half if a prosthetic is applied). 3: Off Hand - disadvantage on Strength (Athletics) rolls. Shields apply -1AC. 4: Main Hand - disadvantage on Strength (Athletics) rolls, and disadvantage on attack rolls. 5: One Eye - disadvantage on Wisdom (Perception) checks relying on sight. 6: The Hero smiles on you – no loss.   20 COMMUNE   A group of figures stand in a circle, holding hands. You, and every character who is near you, is allowed to choose to draw a single card from the deck, even if they have drawn cards previously. This card may be any card from the deck, even those previously drawn, except for this card.   21 HALF-MOON   A simple painting of a half-moon, from which comes a feeling of cold. The card dissolves into a crystal sphere. You get a feeling from the sphere that if you use it for its intended effect, there will be inescapable consequences. You may concentrate on the crystal sphere to immediately gain one use of the Wish spell. When you do, in addition to other consequences of the Wish spell, you are drawn into the sphere and placed in stasis. The party will need to perform powerful charm breaking magic to free them.   22 THE WEAVE   A tapestry still on the loom. You gain 3 ability points, placed without restriction as you wish. You also lose 5 ability points, rolled randomly from your other ability scores.   23 REBIRTH   A figure rises from the ground, chest up, breathing for the first time. When you draw this card, you instantly die and are brought back to life as though Reincarnation had been cast on you.   24 THE DEMON   A disgusting demon, grinning, eats a piece of flesh. You lose 1 from all ability scores.   25 EMOTIONS   A face somehow laughing, crying and screaming at the same time. A rare or rarer magic weapon with which you are proficient appears in your hands. The DM chooses the weapon. The item is cursed in some way.   26 FAITH   A figure praying. Gain a random cantrip which you do not currently know. You become proficient with it. The spellcasting modifier for this is Wisdom.   27 INTEGRITY     Your lowest Ability Score increases to match your second lowest score. If no single Ability Score is less than all others, then all of your lowest scores each increase by 1.   28 RULERSHIP   A king sitting on a throne, carrying a sceptre and wearing a crown. You gain rightful ownership of a small keep somewhere in the world. However, the keep is currently in the hands of an enemy, which you must clear out before you can claim the keep as yours.   29 JOURNEY   Travelers, with walking sticks, climbing as mountain path. You add 2 to your number of declared draws. You must draw them as if they were in your initial number of declared draws.   30 WOUND   A figure clutching the severed body part the PC rolls. This card signals peril. The next time you are wounded you lose one limb or appendage, the wound healing instantly except for the limb, which cannot be regrow. Roll 1d10. The number rolled determines which limb is lost. See the lost limb table for additional details.   Lost Lim - roll a d10 10: One Ear - disadvantage on Wisdom (Perception) checks relying on hearing. 9: One Finger - disadvantage on Dexterity (Sleight of Hand) checks. 8-7: Left Foot - disadvantage on Strength (Athletics) rolls, and speed is reduced to 5ft (half if a prosthetic is applied). 6-5: Right Foot - disadvantage on Strength (Athletics) rolls, and speed is reduced to 5ft (half if a prosthetic is applied). 4-3: Off Hand - disadvantage on Strength (Athletics) rolls. Shields apply -1AC. 2: Main Hand - disadvantage on Strength (Athletics) rolls, and disadvantage on attack rolls. 1: The King smiles on you – no loss.   31 CARAPACE   An armoured figure being struck by a weapon. You gain a tough exterior and more hardy body, but at the cost of your charisma. Roll 1d4 and add that much to your Constitution score. Subtract the same amount from your Charisma score.   32 DESTRUCTION   An item turning to dust. One random magic item which you are carrying disintegrates, aside from this deck. Artifacts in your possession are not affected.   33 GLORIA   A coin, mid-flip. You gain a single token of fortune. This token can be activated to provide the character with an immediate regular success on their current roll. However, their next saving throw of importance will be a regular failure. This token cannot be sold or traded away by any means.   34 LADY LUCK You find yourself making a curious exchange. You must give up one item or portion of wealth for an item of equivalent value (contained item: Ioun stone (type dependent on donation). The worth of the item must be at least 1,000gp, which can be given to the card at any time. The card then disappears.   35 BODYGUARD Pick your best friend in the party. When the two of you are within 30ft you both gain +2AC.   36 FALLING STAR   A shooting star falling to earth, trailing debris Lose 2 in a random ability score.   37 BODY AND MIND   A naked figure, splayed out, arms and legs wide. Increase a random ability score by 2. The score can exceed 20.   38 SADDLEBAG You may cast Find Steed once per day. The DM chooses your steed, which cannot change form.   39 DESTINY   A figure running, in profile, through an arch. They do not reappear on the other side. You disappear, then reappear 1d3+1 rounds later stable, on 0 HP, with no innate resources available to you. DM’s note: During the climactic battle of the campaign, this character – as they currently are – appears in the control of the original players for the same number of rounds, after which they disappear.   40 ARCHMAGE You gain an extra reserve of spell slots equal to half the number of spell slots you currently possess for each level (rounded down), which do not recharge.   41 FALLING STAR Immediately lose a feat of your choosing, but gain a random feat instead. If you have no feats, this card has no effect.   42 THE HOODED ONE Upon picking up this card, you draw 1 more card than your declared draws. On your next draw, pick 5 cards from the deck and place them face up. The DM will inform you of each card’s name, and you may then choose which one of the cards you would like to keep. The other cards go back into the deck.   43 THE SPEAR The next time you are wounded you are afflicted with a wound which will not heal. You lose 1d3 maximum HP after each rest, and those maximum HP cannot be recovered until thed wound is closed. The Scribe, a Wish spell, or Greater Restoration can cure this wound.   44 CAULDRON You are granted the ability to cast Heroes’ Feast 1d3 times with no material components.   45 THE VORTEX   A swirling vortex of coruscating energy. Specify a topic. You are given a prophecy of the future that no one else has, of which you are forbidden to speak, which may replace an existing prophecy.   46 THE WHEEL Choose three skill or tool proficiencies. If you are not proficient in them, gain proficiency. If you are proficient, gain expertise. If you have expertise, lose proficiency in them.   47 THE CENTRE Generate a stat randomly. Everyone within 30 ft of you who can see you may choose to participate: each rolls a d100: on a 1-50, they lose 1 in that stat; on a 51-100 they gain 1 in that stat. You gain the sum of those gains and losses to that stat.   48 GOLEM You permanently lose one of your senses or capabilities, and cannot regain them through any normal means. Roll 1d8 on the table below to see what sense you are incapable of benefitting from. This card imparts a powerful hex on the one who draws it, but it can be removed with a wish spell, remove curse or similar effect. The caster must make a spellcasting check DC 30 for the spell to be successful.   Table: 1 - Blind (cannot attempt any check that requires sight; Blind condition) 2 - Deaf (cannot hear any form of communication; must perform a perception check to be able to counterspell, if the spell has material or somatic components only) 3 - Mute (cannot cast spells that require Verbal components, or communicate through sound) 4 - Numb (you are not allowed to tell other party members how hurt you are) 5 - No taste 6 - No Smell 7 - Lose all Special Senses 8 - Roll twice   49 THE WYRM   A purple wyrm erupting from the earth. You become blind, but gain Tremorsense out to 60ft.   50 GIVE AND TAKE Lose a skill or tool proficiency of your choice; gain a random different tool or skill proficiency.   51 THE HEALER Gain the Healer feat.   52 SECOND CHANCE The universe realigns itself around you. You may change any aspect of your character creation you wish except for race and background. This includes: reassigning stats, classes, sub-classes, skills and proficiencies.
    Pulled cards:
    Jekkar: Eurayle (-2 to Saving Throws) & Star (adding 2 to his Charisma raising it to 22). Ollidak after some convincing, drew 2 cards: idiot (losing 5 intelligence), & Throne. (The Keep is near Olby.)   Jekkar drew 7 cards from the deck:
    1. Effect = Specify a topic. You are given a prophecy of the future that no one else has, of which you are forbidden to speak, which may replace an existing prophecy.
    2. Effect = You gain a single token of fortune. This token can be activated to provide the character with an immediate regular success on their current roll. However, their next saving throw of importance will be a regular failure. This token cannot be sold or traded away by any means.
    3. Effect = Choose three skill or tool proficiencies. If you are not proficient in them, gain proficiency. If you are proficient, gain expertise. If you have expertise, lose proficiency in them.
    4. Effect = Generate a stat randomly. Everyone within 30 ft of you who can see you may choose to participate: each rolls a d100: on a 1-50, they lose 1 in that stat; on a 51-100 they gain 1 in that stat. You gain the sum of those gains and losses to that stat.
    5.  Effect = Immediately lose a feat of your choosing, but gain a random feat instead. If you have no feats, this card has no effect.
    6. Effect = You add 2 to your number of declared draws. You must draw them as if they were in your initial number of declared draws.
    7. Effect = You gain a tough exterior and more hardy body, but at the cost of your charisma. Roll 1d4 and add that much to your Constitution score. Subtract the same amount from your Charisma score.
    8.  Effect = When you draw this card, you instantly die and are brought back to life as though Reincarnation had been cast on you.
    9. Effect = This card signals peril. The next time you are wounded you lose one limb or appendage, the wound healing instantly except for the limb, which cannot be regrow. Roll 1d10. The number rolled determines which limb is lost. See the lost limb table for additional details.
      Lost Lim - roll a d10
    10: One Ear - disadvantage on Wisdom (Perception) checks relying on hearing.
    9: One Finger - disadvantage on Dexterity (Sleight of Hand) checks.
    8-7: Left Foot - disadvantage on Strength (Athletics) rolls, and speed is reduced to 5ft (half if a prosthetic is applied).
    6-5: Right Foot - disadvantage on Strength (Athletics) rolls, and speed is reduced to 5ft (half if a prosthetic is applied).
    4-3: Off Hand - disadvantage on Strength (Athletics) rolls. Shields apply -1AC.
    2: Main Hand - disadvantage on Strength (Athletics) rolls, and disadvantage on attack rolls.
    1: The King smiles on you – no loss.
        Everyon'es favourite leader has drawn more cards.
    1. Effect = Reality's fabric unravels and spins anew, allowing you to counterspell one spell as it is cast near you, or cancel one effect from this deck. You can use the card's magic at any time before you die.
    2. Effect = Gain the Healer feat.
    3. Effect = One random magic item which you are carrying disintegrates, aside from this deck. Artifacts in your possession are not affected.
    4. Effect = You gain an extra reserve of spell slots equal to half the number of spell slots you currently possess for each level (rounded down), which do not recharge.
    5. Effect = Lose a skill or tool proficiency of your choice; gain a random different tool or skill proficiency.
    6. Effect = You gain either a vulnerability or resistance to a random element. Roll a d20, if the roll is a 10 or below you gain a vulnerability to the chosen element. Roll 1d8 on the table below: - 1 Fire - 2 Cold - 3 Lightning - 4 Acid - 5 Thunder - 6 Force - 7 Roll 1d6 twice, the first is a vulnerability, the second is your resistance - 8 Roll 1d6. If you were rolling for a resistance, it becomes an 1.
    7. Effect = The card dissolves into a crystal sphere. You get a feeling from the sphere that if you use it for its intended effect, there will be inescapable consequences. You may concentrate on the crystal sphere to immediately gain one use of the Wish spell. When you do, in addition to other consequences of the Wish spell, you are drawn into the sphere and placed in stasis. The party will need to perform powerful charm breaking magic to free them.immunity. If you were rolling for a vulnerability, you become stunned until the start of your next turn every time you take this type of damage I rolled a 5
    8. Effect = You find yourself making a curious exchange. You must give up one item or portion of wealth for an item of equivalent value (contained item: Ioun stone (type dependent on donation). The worth of the item must be at least 1,000gp, which can be given to the card at any time. The card then disappears.
    9. Effect = The next time you are wounded you are afflicted with a wound which will not heal. You lose 1d3 maximum HP after each rest, and those maximum HP cannot be recovered until thed wound is closed. The Scribe, a Wish spell, or Greater Restoration can cure this wound.
    10. Effect = Lose 2 in a random ability score. (CON)
    11. Effect = You disappear, then reappear 1d3+1 rounds later stable, on 0 HP, with no innate resources available to you. DM’s note: During the climactic battle of the campaign, this character – as they currently are – appears in the control of the original players for the same number of rounds, after which they disappear.
    12. Effect = You are granted the ability to cast Heroes’ Feast 1d3 times with no material components.
    13. Effect = You feel your steps become lighter, making moving easier. You permanently gain 10 movement speed.
    14. Effect = Your lowest Ability Score increases to match your second lowest score. If no single Ability Score is less than all others, then all of your lowest scores each increase by 1.
    15. Effect = You may cast Find Steed once per day. The DM chooses your steed, which cannot change form.
        Hulgnir
    1. Effect = Pick your best friend in the party. When the two of you are within 30ft you both gain +2AC. (Ollidak & Hulgnir)
    2. Effect = -1 int +1 STR
    3. Effect = The universe realigns itself around you. You may change any aspect of your character creation you wish except for race and background. This includes: reassigning stats, classes, sub-classes, skills and proficiencies.
      John
    1. Effect = A rare or rarer magic weapon with which you are proficient appears in your hands. The DM chooses the weapon. The item is cursed in some way.
      Pyra:
    1. Effect = You gain 3 ability points, placed without restriction as you wish. You also lose 5 ability points, rolled randomly from your other ability scores. -3 CON, -1 STR, -1 DEX.  +3 CON
      Oren
    1. Effect = You gain the service of a 4th-level Fighter who appears in a space you choose within 30 feet of you. The Fighter is of the same race as you and serves you loyally until death, believing the fates have drawn him or her to you. You control this character. Knight name: Echimia
    2. Effect = Lose 2 in a random ability score. dex
    3. Effect = At any time you choose within one year of drawing this card, you can ask a question in meditation and mentally receive a truthful answer to that question. Besides information, the answer helps you solve a puzzling problem or other dilemma. In other words, the knowledge comes with Wisdom on how to apply it.
    4. Effect = You feel yourself growing nimbler and more agile, but at the cost of your wisdom. Roll 1d4 and add that much to your Dexterity score. Subtract the same amount from your Wisdom score. (2)
    5. Add 5 to your declared draw & pick 2
    6. Effect = You become blind, but gain Tremorsense out to 60ft.
    7. Effect = You are granted the ability to cast the wish spell 1d3 times. (3)
    8. Oren quickly wished that his Tremorsense be replaced with Truesight.
    Item type
    Magical
    Current Holder

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