Deck Of Many Things
Adventuring gear (wondrous item)
Item Rarity: Legendary
Typically found in a holder or pocket, this deck of many things 5e contains different cards made of ivory or vellum. Most (75 percent) of these 5e deck of many things have only thirteen cards, yet the rest have twenty-two. Before you draw a card, you ought to articulate what number of cards you intend to draw and a short time later draws them indiscriminately (you can use a changed deck of many playing a round of cards to reproduce the deck).
Any cards pulled in excess of this number have no effect. Something different, when you draw a card from the deck of wonders, its charm produces results. You should attract each card near 1 hour after the past draw. In case you disregard to draw the picked number, the remaining number of cards fly from the D&D 5e deck of many things exclusively and produce results simultaneously. At the point when a card is drawn, it obscures from nearness.
But in the event that the card is the Fool or the Jester, the card returns in the deck, making it possible to draw a comparative card twice.
- Playing Card — Card
- Ace of diamonds — Vizier
- King of diamonds — Sun21. A swarm of spirit privateers get past the dividers and attack the players
- A statue of a significant buff man holding his bicep, hand somewhere close to open and a grasping hand, and grinning. (Arm wrestle to move beyond)
- A point by point fake out catch, like a room stacked up with clear weight plates (maybe stepped, like a rune-word befuddle that must be stepped on) or colossal solid lines, that sort of thing. Either the catch was weakened, or it’s there to upset people. Incorporate spurring powers/dread factor by putting perilous looking arcing electrical things close to the end by the passage, inauspicious spouts, broken tiles that drop into magma… that sort of thing…
- A life with an exceptional light source (like a light in a chamber in the floor or something) with a huge amount of shadows. At any rate, one of those shadows is living, and hungry.
- A life with a man hanging at the far end, his wrists and lower legs in shackles, secured to the divider and over the door. Walking closer to him fixes the chains (like a rack). He yells in torment and requests consideration each time they fix. It could be a dream—you pick the sum to disturb your Character’s inclination of acceptable and awful.
- A room overflowing with statues (8) holding stopped vials. Setting off covered weight plates makes the statues drop them, releasing nerve gas. The passage handle is a cutting edge sharp edge.
- Anything from Indiana Jones.
- A round raised stage. Light dives upon in. Simply the modest man will pass.
- Two chains pulled back into the dividers 30-ft isolated. Orchestrate the two (achievement of solidarity) to open the passage. Make sense of how to relate them to keep it open. The portal falls quickly.
- Eight switches in connections that should all be turned immediately
- A long stone corridor with a mind-boggling statue of a laughing individual in football gear holding a rope toward one side and a vehicle trunk at the other. Drag the man through the stone to the vehicle trunk and interface them to pass.
- A pool of frothing sewage with a pipe under it provoking a can bowl that must be scaled through.
- A mass of acoustic force that affects the ears and takes an intensity of will to move beyond. Makes characters by chance in need of a hearing aid.
- 8 holes in the divider, each with a steel bar inside. One opens the door, the other seven daze the character. 1d4/turn. For all intents and purposes hard to get free-various characters will regularly need to pry the dazed one free.
- A gigantic, tsunami style wave expeditiously rises to pound the characters. Escape in fear or face it. Winds up being a dream.
- (Exceptional for the accompanying room) An authentic wave style wave climbs to pound the characters.
- A thick mass of ice closing segment that shoots front lines out ten inches when reached. (1d6)
- A 200-foot steel divider thwarts the way. Handholds are razorblades of sharpness.
- A stay with gravity pulling four unique ways (up, down, left, right.) every “divider” is a five-foot pit of fluid gold
- Two electric handles on reverse sides of a thirty-foot chamber. Like the chains, except for the characters need to outline a conductive associate with control the portal and get it to open.
- Queen of diamonds — Moon
- Jack of diamonds — Sta
- 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
Deck of Many Things
|Plaque||Tarot Card||Playing Card||Summary of Effect|
|Balance||XI. Justice||Two of spades||Change alignment instantly.|
|Comet||Two of swords||Two of diamonds||Defeat the next monster you meet to gain one level.|
|Donjon||Four of the swords||Ace of spades||You are imprisoned.|
|Euryale||Ten of swords||Queen of spades||–1 penalty on all saving throws henceforth.|
|The Fates||Three of cups||Ace of hearts||Avoid any situation you choose . . . once.|
|Flames||XV. The Devil||Queen of clubs||The enmity between you and an outsider.|
|Fool||0. The Fool||Joker (with trademark)||Lose 10,000 experience points and you must draw again.|
|Gem||Seven of cups||Two of hearts||Gain your choice of twenty-five pieces of jewelry or fifty gems.|
|Idiot||Two of pentacles||Two of the clubs||Lose Intelligence (permanent drain). You may draw again.|
|Jester||XII. The Hanged Man||Joker (without trademark)||Gain 10,000 XP or two more draws from the deck.|
|Key||V. The Hierophant||Queen of hearts||Gain a major magic Weapon.|
|Knight||Page of swords||Jack of hearts||Gain the service of a 4th-level fighter.|
|Moon||XVIII. The Moon||Queen of diamonds||You are granted 1d4 wishes.|
|Rogue||Five of the swords||Jack of spades||One of your friends turns against you.|
|Ruin||XVI. The Tower||King of spades||Immediately lose all wealth and real property.|
|Skull||XIII. Death||Jack of clubs||Defeat dread wraith or be forever destroyed.|
|Star||XVII. The Star||Jack of diamonds||Immediately gain a +2 inherent bonus to one ability score.|
|Sun||XIX. The Sun||King of diamonds||Gain beneficial medium wondrous items and 50,000 XP.|
|Talons||Queen of pentacles||Ace of clubs||All Magic Items you possess disappear permanently.|
|Throne||Four of staves||King of hearts||Gain a +6 bonus on Diplomacy checks plus a small keep.|
|Vizier||IX. The Hermit||Ace of diamonds||Know the answer to your next dilemma.|
|The Void||Eight of swords||King of clubs||Body functions, but the soul is trapped elsewhere.|
Found unmistakably in a deck with twenty-two cards
Leveling: Your brain perseveres through a tweaking alteration, making your Alignment change. Lawful gets turbulent, incredible gets tricky, and a different way. If you are certifiable unprejudiced or unaligned, this card has no effect on you.
Comet: If you with no assistance defeat the accompanying Hostile brute or social event of Monsters you experience, you gain Experience Points enough to build one level. Something different, this card has no effect.
Donjon: You evaporate and get covered in a state of suspended action in an extra-dimensional Sphere. All that you were wearing and passing on stays behind in the space you included when you disappeared. You stay kept until you are found and ousted from the Sphere. You can’t be arranged by any Divination charm, anyway, a craving Spells can reveal the territory of your prison. You draw no more cards.
Euryale: The card’s Medusa-like look curses you. You take a – 2 discipline on Saving Throws while Cursed thusly. Only a heavenly being or the charm of The Fates card can end this scold.
The Fates: Reality’s surface loosens up and turns again, empowering you to dodge or destroy one event just as it never happened. You can use the card’s charm when you draw the card or at later before you pass on.
Bursts: A mind-boggling fallen heavenly attendant transforms into your enemy. The beast searches for your ruin and torment your life, making the most of your suffering before trying to murder you. This threatening vibe goes on until it is conceivable that you or the devil fails miserably.
Moron: You lose 10,000 XP, discard this card, and draw from the deck again, considering the two draws one of your announced draws. On the occasion that losing that much XP would cause you to lose a level, you rather lose a total that leaves you with basically enough XP to keep your level.
Pearl: Twenty-five bits of jewels worth 2,000 GP each or fifty precious stones worth 1,000 GP each appear at your feet.
Idiot: Permanently decrease your Intelligence by 1d4 + 1 (to a base score of 1). You can draw one additional card past your articulated draws.
Jokester: You increment 10,000 XP, or you can draw two additional cards past your announced draws.
Key: An extraordinary or rarer Magic Weapon with which you are able appears in your grip. The DM picks the weapon.
Knight: You gain the organization of a fourth level Fighter who appears in a space you pick inside 30 feet of you. The Fighter is of a comparative race as you and serves you constantly until’ the end, tolerating the predeterminations have pulled in the individual being referred to you. You control this character.
Moon: You are surrendered the ability to cast the craving spell 1d3 events.
Radical: A nonplayer character of the DM’s choice gets Hostile toward you. The character of your new adversary isn’t known until the NPC or someone else reveals it. Nothing not actually a longing spell or Divine Intervention can end the NPC’s compromising vibe toward you.
Ruin: All sorts of Wealth that you pass on or have, other than Magic Items, are lost to you. Reduced property dissipates. Associations, structures, and land you guarantee are lost to such an extent that changes reality the least. Any documentation that shows you should guarantee something lost to this card moreover evaporates.
Skull: You call an image of death-a creepy Humanoid Skeleton clad in an exhausted dim robe and passing on a frightful sickle. It appears in a space of the DM’s choice inside 10 feet of you and ambushes you, forewarning all others that you should win the battle alone. The image fights until you fail miserably or it drops to 0 Hit Points, whereupon it disappears. In case anyone endeavors to help you, the assistant accumulates its very own Avatar of Death. A creature executed by an Avatar of Death can’t be restored to life.
Star: Increase one of your Ability Scores by 2. The score can outperform 20 yet can’t outperform 24.
Sun: You increment 50,000 XP, and a wondrous thing (which the DM chooses subjectively) appears in your grip.
Paws: Every charm thing you wear or pass on weakens. Trinkets in your proprietorship aren’t demolished at this point Vanish.
Position Of Eminence: You gain capacity in the Persuasion bent, and you twofold your Proficiency Bonus on checks made with that capacity. Also, your increment genuine obligation regarding little keeps some spot on the planet. Regardless, the keep is starting at now in the hands of Monsters, which you ought to get out before you can ensure the keep as. yours.
Vizier: at whatever point you pick inside one year of drawing this card, you can represent a request in the examination and mentally get a fair reaction to that question. Other than information, a suitable reaction causes you to deal with a confounding issue or another issue. Toward the day’s end, the data goes with Wisdom on the most capable technique to apply it.
The Void: This dim card Spells Disaster. Your soul is drawn from your body and contained in an article in a place of the DM’s choice. At any rate, one unfathomable animal screen the spot. While your soul is gotten thusly, your body is Incapacitated. A longing spell can’t restore your soul, yet the spell reveals the territory of the thing that holds it. You draw no more cards.