Deck of Many Things Item in Uthilith | World Anvil
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Deck of Many Things

"From a drawstring bag of deep blue velvet comes a polished box of mahogany... and within that box is one of the most powerful artifacts in all of The Multiverse. Should you choose to draw, you are placing your fate in the hands of Lation himself."

Mechanics & Inner Workings

The Deck of Many Things is a deck of 22 cards, each with a dramatic possibility attached to its draw. Since its shift over to the plane of Uthilith, two cards have been drawn and two have been separated from the deck by The Erlkönig.  
Drawn Cards
  • Knight: 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.
  • Throne: You gain expertise in the Persuasion skill. In addition, you gain rightful ownership of a small keep somewhere in the world. However, the keep is currently in the hands of monsters, which you must clear out before you can claim the keep as yours.
Separated Cards
  • Moon: You gain 1d3 wishes.
  • Void: This black card spells disaster. Your soul is drawn from your body and contained in an object in a place of the DM’s choice. One or more powerful beings guard the place. While your soul is trapped in this way, your body is incapacitated. A Wish spell can’t restore your soul, but the spell reveals the location of the object that holds it. You draw no more cards.
Undrawn Cards
  • Comet: If you single-handedly defeat the next hostile monster or group of monsters you encounter, you gain experience points enough to gain one level. Otherwise, this card has no effect.
  • Idiot: Permanently reduce your Intelligence by 1d4 + 1 (to a minimum score of 1). You can draw one additional card beyond your declared draws.
  • Sun: You gain a level in your current class, and a wondrous item (determined by the DM) appears in your hands.
  • Euryale: The 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 Fates card can end this curse.
  • Rogue: A nonplayer character of the GM's choice becomes hostile toward you. The identity of your new enemy isn't known until the NPC or someone else reveals it. Nothing less than a wish spell or divine intervention can end the NPC's hostility toward you.
  • Star: Increase one of your ability scores by 2. The score can exceed 20 but can't exceed 24.
  • The Fates: Reality's fabric unravels and spins anew, allowing you to avoid or erase one event as if it never happened. You can use the card's magic as soon as you draw the card or at any other time before you die.
  • The Fool: You lose one point from your Wisdom score and you must draw from the Deck a second time.
  • Balance: Your mind suffers a wrenching alteration, causing your alignment to change. Lawful becomes chaotic, good becomes evil, and vice versa. If you are true neutral or unaligned, this card has no effect on you.
  • Ruin: All forms of wealth that you carry or own, other than magic items, are lost to you. Portable property vanishes. Businesses, buildings, and land you own are lost in a way that alters reality the least. Any documentation that proves you should own something lost to this card also disappears.
  • Key: A rare or rarer magic weapon with which you are proficient appears in your hands. The GM chooses the weapon.
  • Skull: You summon an avatar of death--a ghostly humanoid skeleton clad in a tattered black robe and carrying a spectral scythe. It appears in a space of the GM's choice within 10 feet of you and attacks you, warning all others that you must win the battle alone. The avatar fights until you die or it drops to 0 hit points, whereupon it disappears. If anyone tries to help you, the helper summons its own avatar of death. A creature slain by an avatar of death can't be restored to life.
  • Gem: Twenty-five pieces of jewelry worth 2,000 gp each or fifty gems worth 1,000 gp each appear at your feet.
  • Donjon: You disappear and become entombed in a state of suspended animation in an extradimensional sphere. Everything you were wearing and carrying stays behind in the space you occupied when you disappeared. You remain imprisoned until you are found and removed from the sphere. You can't be located by any divination magic, but a wish spell can reveal the location of your prison. You draw no more cards.
  • Talons: Every magic item you wear or carry disintegrates. Artifacts in your possession aren't destroyed but do vanish.
  • Flames: A powerful devil becomes your enemy. The devil seeks your ruin and plagues your life, savoring your suffering before attempting to slay you. This enmity lasts until either you or the devil dies.
  • Jester: You gain a point to your Charisma score and you have advantage on the next roll from the Deck. (Roll twice, pick whichever number seems more favorable.)
  • Vizier: 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.
Item type
Unique Artifact
Creation Date
Pre-Genesis
Current Location
Creator
Rarity
The Deck of Many Things is a legendary, one-of-a-kind object that has been whispered about in myth since Genesis.

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