I have introduced my party (Or at least 4 of the 6, two were missing and the other 4 don't want them to know about the deck) it went pretty well as the first was the throne card, which was a boon, and then followed by the Euryale card, so it was bitter suite.
I've been trying to look online for variations of it for ideas past the initial 22 cards.
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I made the following Deck cobbled together from one someone else made, the original and some of my own. I like the balance better and just introduced it. You will notice the card names are unusual as they match a beautiful tarot deck I found on Amazon.
Deck of Possibilities
Wondrous Item, Artifact
Found in a box, this deck contains cards made of vellum.
Before you draw a card, you must declare how many cards you intend to draw and then draw them from the top of the deck, which magically randomizes after each draw. Any cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous draw. If you fail to draw the chosen number, the remaining number of cards fly from the deck on their own and take effect all at once.`
Once a card is drawn, it fades from existence, only to reappear in the deck 24 hours later.
ABUNDANCE: Twenty-five pieces of jewelry worth 2,000 gp each or fifty gems worth 1,000 gp each appear at your feet.
BODY/MIND: Increase one of your Ability Scores by 2. The score can exceed 20 but can't exceed 24.
CHOICE: You gain 3 ability points, placed without restriction as you wish. You also lose 5 ability points, rolled randomly from your other ability scores.
DEATH/REBIRTH: When you draw this card, you instantly die and are brought back to life as though Reincarnation had been cast on you.
DESIRE: A non-player character of the DM's choice becomes enamored with you. The identity of the new friend isn't known until the NPC or someone else reveals it. The NPC will do everything in their power to aid you as though you were a life-long friend.
DESTINY: All magic items in your possession instantly disintegrate or disappear as per the Talons card, however you are compensated by the gods with 5,000 platinum pieces (worth 10g each) which appear at your feet.
EMOTIONS: A rare or rarer magic weapon with which you are proficient appears in your hands. The DM chooses the weapon.
FAITH: You instantly gain one level, that one level is in a randomly chosen new class.
HEAVEN/EARTH: 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 DM'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.
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.
INTUITION: You gain proficiency in the Persuasion skill, and you double your proficiency bonus on checks made with that 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.
JOURNEY: You add 2 to your number of declared draws. You must draw them as if they were in your initial number of declared draws.
KING OF AIR: This card signals peril. You magically lose one limb or appendage, the wound healing instantly except for the limb. Roll 1d10. The number rolled determines which limb is lost. See the lost limb table for additional details.
Lost Limb Table: d10 10: One Ear 9: One Finger 8-7: Left Foot 6-5: Right Foot 4-3: Off Hand 2: Main Hand 1: Head (Death)
KING OF EARTH: 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.
KING OF FIRE: Every magic item you wear or carry disintegrates. Artifacts in your possession aren't destroyed but do Vanish.
KING OF WATER: Lose 10,000 XP, discard this card, and draw from the deck again, counting both draws as one of your declared draws. If losing that much XP would cause you to lose a level, you instead lose an amount that leaves you with just enough XP to keep your level.
KNOWLEDGE: Your mind undergoes spontaneous growth, and you feel yourself becoming more intelligent, but at the cost of your physical strength. Roll 1d4. Add the number to your Intelligence score, and subtract the same amount from your Strength score.
MASCULINE/FEMININE: Your gender changes.
PERCEPTION: A non-player character of the DM'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.
QUEEN OF AIR: You sprout wings and gain a fly speed of 40 feet as long as you are not wearing medium or heavy armor.
QUEEN OF EARTH: 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.
QUEEN OF FIRE: 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.
QUEEN OF WATER: You feel your mind slow as your 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.
SELF: If you single-handedly defeat the next hostile monster or group of monsters you encounter, you gain enough experience points to gain one level. Otherwise, this card has no effect.
THE CHILD: If you are medium or larger, your size reduces in each dimension. You are now small, and your Strength score is reduced by 2 to a minimum of 4. Your other abilities are unchanged, but you are unable to use weapons with the Heavy property. If you are Small, your size is reduced by half, you lose 1 strength and gain 1 agility.
THE COUNSELOR: 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.
THE CRONE: 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.
THE HERO: 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 Scribe smile on you and you lose nothing.
THE FATHER: 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
THE MAIDEN: You feel your steps become lighter, making moving easier. You permanently gain 10 movement speed.
THE MOTHER: You lose all forms of wealth as per the Ruin card, however you are compensated by the gods with a magical item that appears at your feet.
THE SAGE: 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.
THE SCRIBE: 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 SENESCHAL: You and everyone within 30 feet of you are transported to a random plane of existence. Roll a d20: 1-5 = random location on the material plane; 6-7 = Feywild; 8-9 = Shadowfell; 10 = Air; 11 = Earth; 12 = Fire; 13 = Water; 14 = Mechanus; 15 = Elisium; 16 = Mount Celestia; 17 = Limbo; 18 = The Nine Hells; 19 = Arcadia, 20 = Sigil
THE YOUTH: 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.
THOUGHT: You gain 10,000 XP, or you can draw two additional cards beyond your declared draws.
UNION: Somewhere in the world, an exact duplicate of you appears. It has the same appearance, equipment, and knowledge as you. The only difference is that its alignment is opposite yours. Lawful becomes chaotic, and good becomes evil, or vice-versa
WISDOM: 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.
38 cards
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I have introduced my party (Or at least 4 of the 6, two were missing and the other 4 don't want them to know about the deck) it went pretty well as the first was the throne card, which was a boon, and then followed by the Euryale card, so it was bitter suite.
I've been trying to look online for variations of it for ideas past the initial 22 cards.
Any input?
Expanded Deck of Many Things ( Homebrew )
My DM Philosophy, as summed up by other people: https://drive.google.com/file/d/1rN5w4-azTq3Kbn0Yvk9nfqQhwQ1R5by1/view
Disclaimer: This signature is a badge of membership in the Forum Loudmouth Club. We are all friends. We are not attacking each other. We are engaging in spirited, friendly debate with one another. We may get snarky, but these are not attacks. Thank you for not reporting us.
Thanks!
I made the following Deck cobbled together from one someone else made, the original and some of my own. I like the balance better and just introduced it. You will notice the card names are unusual as they match a beautiful tarot deck I found on Amazon.
Deck of Possibilities
Wondrous Item, Artifact
Found in a box, this deck contains cards made of vellum.
Before you draw a card, you must declare how many cards you intend to draw and then draw them from the top of the deck, which magically randomizes after each draw. Any cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous draw. If you fail to draw the chosen number, the remaining number of cards fly from the deck on their own and take effect all at once.`
Once a card is drawn, it fades from existence, only to reappear in the deck 24 hours later.
ABUNDANCE: Twenty-five pieces of jewelry worth 2,000 gp each or fifty gems worth 1,000 gp each appear at your feet.
BODY/MIND: Increase one of your Ability Scores by 2. The score can exceed 20 but can't exceed 24.
CHOICE: You gain 3 ability points, placed without restriction as you wish. You also lose 5 ability points, rolled randomly from your other ability scores.
DEATH/REBIRTH: When you draw this card, you instantly die and are brought back to life as though Reincarnation had been cast on you.
DESIRE: A non-player character of the DM's choice becomes enamored with you. The identity of the new friend isn't known until the NPC or someone else reveals it. The NPC will do everything in their power to aid you as though you were a life-long friend.
DESTINY: All magic items in your possession instantly disintegrate or disappear as per the Talons card, however you are compensated by the gods with 5,000 platinum pieces (worth 10g each) which appear at your feet.
EMOTIONS: A rare or rarer magic weapon with which you are proficient appears in your hands. The DM chooses the weapon.
FAITH: You instantly gain one level, that one level is in a randomly chosen new class.
HEAVEN/EARTH: 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 DM'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.
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.
INTUITION: You gain proficiency in the Persuasion skill, and you double your proficiency bonus on checks made with that 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.
JOURNEY: You add 2 to your number of declared draws. You must draw them as if they were in your initial number of declared draws.
KING OF AIR: This card signals peril. You magically lose one limb or appendage, the wound healing instantly except for the limb. Roll 1d10. The number rolled determines which limb is lost. See the lost limb table for additional details.
Lost Limb Table: d10 10: One Ear 9: One Finger 8-7: Left Foot 6-5: Right Foot 4-3: Off Hand 2: Main Hand 1: Head (Death)
KING OF EARTH: 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.
KING OF FIRE: Every magic item you wear or carry disintegrates. Artifacts in your possession aren't destroyed but do Vanish.
KING OF WATER: Lose 10,000 XP, discard this card, and draw from the deck again, counting both draws as one of your declared draws. If losing that much XP would cause you to lose a level, you instead lose an amount that leaves you with just enough XP to keep your level.
KNOWLEDGE: Your mind undergoes spontaneous growth, and you feel yourself becoming more intelligent, but at the cost of your physical strength. Roll 1d4. Add the number to your Intelligence score, and subtract the same amount from your Strength score.
MASCULINE/FEMININE: Your gender changes.
PERCEPTION: A non-player character of the DM'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.
QUEEN OF AIR: You sprout wings and gain a fly speed of 40 feet as long as you are not wearing medium or heavy armor.
QUEEN OF EARTH: 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.
QUEEN OF FIRE: 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.
QUEEN OF WATER: You feel your mind slow as your 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.
SELF: If you single-handedly defeat the next hostile monster or group of monsters you encounter, you gain enough experience points to gain one level. Otherwise, this card has no effect.
THE CHILD: If you are medium or larger, your size reduces in each dimension. You are now small, and your Strength score is reduced by 2 to a minimum of 4. Your other abilities are unchanged, but you are unable to use weapons with the Heavy property. If you are Small, your size is reduced by half, you lose 1 strength and gain 1 agility.
THE COUNSELOR: 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.
THE CRONE: 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.
THE HERO: 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 Scribe smile on you and you lose nothing.
THE FATHER: 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
THE MAIDEN: You feel your steps become lighter, making moving easier. You permanently gain 10 movement speed.
THE MOTHER: You lose all forms of wealth as per the Ruin card, however you are compensated by the gods with a magical item that appears at your feet.
THE SAGE: 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.
THE SCRIBE: 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 SENESCHAL: You and everyone within 30 feet of you are transported to a random plane of existence. Roll a d20: 1-5 = random location on the material plane; 6-7 = Feywild; 8-9 = Shadowfell; 10 = Air; 11 = Earth; 12 = Fire; 13 = Water; 14 = Mechanus; 15 = Elisium; 16 = Mount Celestia; 17 = Limbo; 18 = The Nine Hells; 19 = Arcadia, 20 = Sigil
THE YOUTH: 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.
THOUGHT: You gain 10,000 XP, or you can draw two additional cards beyond your declared draws.
UNION: Somewhere in the world, an exact duplicate of you appears. It has the same appearance, equipment, and knowledge as you. The only difference is that its alignment is opposite yours. Lawful becomes chaotic, and good becomes evil, or vice-versa
WISDOM: 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.
38 cards