Deck of Many Things Work for D&D 5th Edition

A deck of many things (both useful and baneful) is generally found in a box or leather bag. Each deck consists of a variety of cards or plaques constructed from ivory or vellum. Each is inscribed with glyphs, character, as well as sigils. As soon as one of these cards is drawn from the pack, its magic is presented upon the person that attracted it, for much better or worse.

The personality with a deck of many things that desire to draw a card has to introduce how many cards she will certainly attract prior to she begins. Cards must be attracted within 1 hr of each other, as well as a personality that can never once more draw from this deck any more cards than she has actually announced. If the personality does not willingly attract her allotted number (or if she is in some way stopped from doing so), the cards crackup of the deck on their own. Exemption: If the jester is attracted, the possessor of the deck might choose to attract 2 added cards.

Deck of many things attributes

  • Category: Items
  • Item Rarity: Legendary

Each time a card is extracted from the deck, it is replaced (making it possible to attract the same card two times) unless the draw is the jester or the fool, in which case the card is disposed of from the pack. A deck of many things contains 22 cards.

Playing Card — Card:

  • Ace of diamonds — Vizier*
  • King of diamonds — Sun
  • Queen of diamonds — Moon
  • Jack of diamonds — Star
  • Two of diamonds — Comet*
  • Ace of hearts — The Fates*
  • King of hearts — Throne
  • Queen of hearts — Key
  • Jack of hearts — Knight
  • Two of hearts — Gem*
  • Ace of clubs — Talons*
  • King of clubs — The Void
  • Queen of clubs — Flames
  • Jack of clubs — Skull
  • Two of clubs — Idiot*
  • Ace of spades — Donjon*
  • King of spades — Ruin
  • Queen of spades — Euryale
  • Jack of spades — Rogue
  • Two of spades — Balance*
  • Joker (with TM) — Fool*
  • Joker (without TM) — Jester

Equilibrium: Your mind suffers a wrenching change, creating your Alignment to alter. Authorized ends up being disorderly, excellent becomes evil, and also the other way around. If you are true neutral or unaligned, this card has no result on you.

Comet: If you single-handedly beat the next Aggressive beast or group of Monsters you come across, you obtain Experience Factors sufficient to get one degree. Otherwise, this card has no results.

Donjon: You vanish and become entombed in a state of suspended animation in an extradimensional Round. Every little thing you were wearing and also bring stays behind in the area you inhabited when you went away. You stay imprisoned until you are located as well as gotten rid of from the Ball. You cannot be located by any Prophecy magic, however, a wish spell can disclose the location of your jail. You draw say goodbye to cards.

Euryale: The card’s Medusa-like visage curses you. You take a -2 fine on Saving Tosses while cursed this way. Just a god or the magic of The Fates card can end this curse.

The Fates: Reality’s material untangles and spins over again, enabling you to avoid or erase one event as if it never ever took place. You can use the card’s magic as quickly as you attract the card or at any other time prior to you pass away.

Flames: An effective devil becomes your opponent. The adversary seeks your wreck as well as torments your life, savouring your suffering prior to trying to slaughter you. This enmity lasts up until either you or the evil one passes away.

Fool: You shed 10,000 XP, discard this card, and draw from the deck once more, counting both draws as one of your declared draws. If losing that much XP would certainly cause you to lose a degree, you instead shed an amount that leaves you with just adequate XP to keep your degree.

Gem: Twenty-five items of jewellery worth 2,000 general practitioner each or fifty treasures worth 1,000 gp each show up at your feet.

Idiot: Permanently minimize your Intelligence by 1d4 + 1 (to a minimum rating of 1). You can attract one additional card past your proclaimed attracts.

Jester: You gain 10,000 XP, or you can draw two extra cards beyond your stated draws.

Key: A rare or rarer Magic Weapon with which you excel appears in your hands. The DM chooses the tool.

Knight: You acquire the solution of a 4th-level Competitor that appears in a room you pick within 30 feet of you. The Competitor is of the exact same race as you as well as offers you loyally up until fatality, believing the fates have actually drawn him or her to you. You regulate this personality.

Moon: You are given the ability to cast the desire spell 1d3 times.

Rogue: A nonpayer character of the DM’s selection becomes Hostile toward you. The identification of your new opponent isn’t known till the NPC or somebody else exposes it. Nothing less than a desire spell or Divine Intervention can end the NPC’s hostility toward you.

Damage: All types of Wide range that you bring or own, aside from Magic Items, are shed to you. Mobile property vanishes. Organizations, buildings, and land you possess are lost in a manner that alters fact the least. Any documentation that shows you should possess something lost to this card likewise vanishes.

Head: You mobilize an avatar of death-a supernatural Humanoid Skeletal system outfitted in a ragged black bathrobe and also carrying a spectral scythe. It appears in a space of the DM’s choice within 10 feet of you as well as assaults you, cautioning all others that you have to win the battle alone. The avatar fights till you pass away or it goes down to 0 Struck Factors, whereupon it disappears. If anybody tries to help you, the helper summons its very own 5e Character of Fatality. An animal slain by an Avatar of Death can’t be recovered to life.

Celebrity: Enhance among your Capability Scores by 2. The score can surpass 20 yet can’t exceed 24.

Sun: You obtain 50,000 XP, and a wondrous thing (which the DM identifies arbitrarily) appears in your hands.

Talons: Every magic thing you use or bring disintegrates. Artefacts in your ownership aren’t ruined but do vanish.

Throne: You gain efficiency in the Persuasion ability, and you double your Proficiency Bonus offer on checks made with that said skill. Additionally, you get rightful possession of a little keep someplace on the planet. However, the keep is currently in the hands of Beasts, which you must clear out prior to you can declare the maintenance as your own.

 

Posted in D&D

Leave a Reply

Your email address will not be published. Required fields are marked *