So I made an altered version of the Deck of Many things and wanted to see what ppl think of it. Players are only allowed to draw 1 per person per day/long rest whichever is longer.
The Chariot. Up to two Items worth at most 2,500 GP appear at your feet, with a chance it may be instead a wondrous item.
Death. 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 yards 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. Winner gains a gift this can be a positive effect from the deck or a physical item of the DMs discretion.
The Devil. A powerful entity of either the Nine Hells, the Abyss, Celestia or Arborea becomes your enemy (Character Alignment and other factors may determine which it is). The entity seeks your ruin and plagues your life, savoring your suffering before attempting to slay you. This enmity lasts until either you or the entity dies.
The Emperor. Permanently reduce either your Strength, Intelligence, Wisdom or Charisma by 1D4 (to a minimum score of 1). You can draw one additional card beyond your declared draws.
The Empress. You gain proficiency in the Persuasion skill, and you double your proficiency bonus on checks made with that skill. If you already have it gain proficiency in another charisma based skill, that skill does not gain the double proficiency modifier. In addition, you gain rightful ownership of a small keep or similar structure somewhere in your home/neutral territory, with a slight chance to be located somewhere new (DMs discretion). However, the keep/structure is currently in the hands of monsters, which you must clear out before you can claim it as.yours.
The Fool. Roll a D6 on an 1/2/3: You lose a number of your highest spell slots equal to your proficiency bonus, discard this card, and draw from the deck again, counting both draws as one of your declared draws. For every extra spell slot lost after running out, lose 5 hit points. Also your party XP towards the next level is reduced to 0.
On an 4/5/6: You can draw two additional cards beyond your declared draws and you regain any used spell slots.
The Hanged Man. This card's deathly visage curses you with a potential view of your own future. You take a -2 penalty on saving throws and a -1 penalty to attack rolls and ability checks while cursed in this way. Only a god or the magic of The Moon card can end this curse.
The Hermit. All forms of monetary wealth that you carry or own, other than magic items, are lost to you. Then roll a D20 on a 1 or a 2 you lose any magic items you are carrying or attuned to (including this deck) and any property that you own. Your magic items are located in these properties, if you own no properties they will be located in a structure you will be made aware of by the DM via dreams, this structure is filled with monsters as per the Empress and like the Empress if you clear it if could be made your own.
The Hierophant.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. You can never forget the information bestowed no matter how much you may want to, and it may come to haunt your dreams or waking hours.
The High Priestess. A rare or rarer magic item appears in your hands. The GM chooses the item.
Judgement. You disappear and become entombed in a state of suspended animation in an extra dimensional sphere. A portal to your prison dungeon remains behind in the space you occupied when you disappeared, your allies may go through this portal to try and free you from your cell. You remain imprisoned until you are found and removed from the sphere or pass the Judgment of The Worthy, during this trial you should be able to aid your friends from afar (exact method is determined by the GM). You draw no more cards.
Justice. Place this card on the body of someone recently fallen, they will be returned to the state they were in prior. This would be the closest to the state they were at, at the point of death that they could continue to survive. The individual that killed the person you revived will be immediately stuck dead. If the person you revived breaks the law within a year of their revival you will suffer a curse and the person you revived will immediately die.
The Lovers. You gain the service of a follower who is half of your current level (they will level at your rate of progression and will continue to level after you have hit level 20). Their class will be determined by your DM. They will appear within the next week. They have a higher chance of the same race as you and will at least serve you loyally until death, believing the fates have drawn them to you. The DM controls this character.
The Magician. Until the end of the next encounter you can call down a meteor from the heavens on your foes. The size of the meteor is determined by a D10, the higher the role the larger the meteor and therefore the greater the damage and blast radius of the meteor.
The Moon. 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 Stars. Increase one of your ability scores by 2. The score can exceed 20 but can't exceed 24. Once you have gain the bonus of this effect, you cannot gain the benefit until the mark of the card has left you (DM discretion).
Strength. A nonplayer character of the GM's choice becomes hostile toward you being jealous of your strength and power. The identity of your new enemy isn't known until the NPC or someone else reveals it. Nothing less than a wish spell, divine intervention or their death can end the NPC's hostility toward you.
The Sun.Your party gains 150XP, though cannot give you enough XP to gain 5th, 10th, 15th and 20th level, an item of great power may also appear in your hands (DM Discretion).
Temperance. You must immediatley roll a D20 on the roll of between 1 and 8 gain a language. On the roll of between 9 and 12 gain a tool proficiency. On a roll of either 13, 14 or 15 gain a weapon/armor proficiency. On a roll of either 16 or 17 gain a skill proficiency. On the roll of an 18 gain a save proficiency. On the roll of a 19 gain a random feature/feat. On the roll of a 20 you are granted a single immediate casting of the wish spell. For all the proficiencies, languages and features the one gained is determined by the DM (they may choose to do this randomly or based on current state of the campaign).
The Tower.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.
The Wheel. A random card from this deck is permanently destroyed or you can give up a sacrifice to keep the card which can include suffering a random negative effect from the deck.
The World. You can move time backward for the world by 1 day for an individual, an hour for a room of people, 13 seconds for the entire world or 3 seconds for the multiverse. You and anyone you chose can keep their memories of the previous time progression, though other powers can affect the memory effect.
I am aware this is generally "nicer" and alot less lethal to the party but I feel this should be more an item that grants plot and adventures rather than just making my players unplayable. Also for the XP progression my campaign uses the 3-Pillars XP methid where every level is only 100 xp the only thing that alters is what is earned from the source.
yeah my final version altered that one a while back the new version of tower is "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. If your alignment is changed a creature is spawned that your party becomes aware of, that if slain will return your original alignment. If you return your alignment through alternate means this creature is destroyed. This allignment change can be reversed through considerable character development and roleplay as well as by mechanical effects (such as the Ceremony spell)."
Rollback Post to RevisionRollBack
Loex - A Lizardfolk Lvl 4/6/4 Hexblade Profane Blood Hunter/ Battlesmith Artificer/ Cleric of the Forge Arborea - A Warforged Lvl 1 Hexblade Warlock
So I made an altered version of the Deck of Many things and wanted to see what ppl think of it. Players are only allowed to draw 1 per person per day/long rest whichever is longer.
The Chariot. Up to two Items worth at most 2,500 GP appear at your feet, with a chance it may be instead a wondrous item.
Death. 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 yards 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. Winner gains a gift this can be a positive effect from the deck or a physical item of the DMs discretion.
The Devil. A powerful entity of either the Nine Hells, the Abyss, Celestia or Arborea becomes your enemy (Character Alignment and other factors may determine which it is). The entity seeks your ruin and plagues your life, savoring your suffering before attempting to slay you. This enmity lasts until either you or the entity dies.
The Emperor. Permanently reduce either your Strength, Intelligence, Wisdom or Charisma by 1D4 (to a minimum score of 1). You can draw one additional card beyond your declared draws.
The Empress. You gain proficiency in the Persuasion skill, and you double your proficiency bonus on checks made with that skill. If you already have it gain proficiency in another charisma based skill, that skill does not gain the double proficiency modifier. In addition, you gain rightful ownership of a small keep or similar structure somewhere in your home/neutral territory, with a slight chance to be located somewhere new (DMs discretion). However, the keep/structure is currently in the hands of monsters, which you must clear out before you can claim it as.yours.
The Fool. Roll a D6 on an 1/2/3: You lose a number of your highest spell slots equal to your proficiency bonus, discard this card, and draw from the deck again, counting both draws as one of your declared draws. For every extra spell slot lost after running out, lose 5 hit points. Also your party XP towards the next level is reduced to 0.
On an 4/5/6: You can draw two additional cards beyond your declared draws and you regain any used spell slots.
The Hanged Man. This card's deathly visage curses you with a potential view of your own future. You take a -2 penalty on saving throws and a -1 penalty to attack rolls and ability checks while cursed in this way. Only a god or the magic of The Moon card can end this curse.
The Hermit. All forms of monetary wealth that you carry or own, other than magic items, are lost to you. Then roll a D20 on a 1 or a 2 you lose any magic items you are carrying or attuned to (including this deck) and any property that you own. Your magic items are located in these properties, if you own no properties they will be located in a structure you will be made aware of by the DM via dreams, this structure is filled with monsters as per the Empress and like the Empress if you clear it if could be made your own.
The Hierophant.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. You can never forget the information bestowed no matter how much you may want to, and it may come to haunt your dreams or waking hours.
The High Priestess. A rare or rarer magic item appears in your hands. The GM chooses the item.
Judgement. You disappear and become entombed in a state of suspended animation in an extra dimensional sphere. A portal to your prison dungeon remains behind in the space you occupied when you disappeared, your allies may go through this portal to try and free you from your cell. You remain imprisoned until you are found and removed from the sphere or pass the Judgment of The Worthy, during this trial you should be able to aid your friends from afar (exact method is determined by the GM). You draw no more cards.
Justice. Place this card on the body of someone recently fallen, they will be returned to the state they were in prior. This would be the closest to the state they were at, at the point of death that they could continue to survive. The individual that killed the person you revived will be immediately stuck dead. If the person you revived breaks the law within a year of their revival you will suffer a curse and the person you revived will immediately die.
The Lovers. You gain the service of a follower who is half of your current level (they will level at your rate of progression and will continue to level after you have hit level 20). Their class will be determined by your DM. They will appear within the next week. They have a higher chance of the same race as you and will at least serve you loyally until death, believing the fates have drawn them to you. The DM controls this character.
The Magician. Until the end of the next encounter you can call down a meteor from the heavens on your foes. The size of the meteor is determined by a D10, the higher the role the larger the meteor and therefore the greater the damage and blast radius of the meteor.
The Moon. 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 Stars. Increase one of your ability scores by 2. The score can exceed 20 but can't exceed 24. Once you have gain the bonus of this effect, you cannot gain the benefit until the mark of the card has left you (DM discretion).
Strength. A nonplayer character of the GM's choice becomes hostile toward you being jealous of your strength and power. The identity of your new enemy isn't known until the NPC or someone else reveals it. Nothing less than a wish spell, divine intervention or their death can end the NPC's hostility toward you.
The Sun.Your party gains 150XP, though cannot give you enough XP to gain 5th, 10th, 15th and 20th level, an item of great power may also appear in your hands (DM Discretion).
Temperance. You must immediatley roll a D20 on the roll of between 1 and 8 gain a language. On the roll of between 9 and 12 gain a tool proficiency. On a roll of either 13, 14 or 15 gain a weapon/armor proficiency. On a roll of either 16 or 17 gain a skill proficiency. On the roll of an 18 gain a save proficiency. On the roll of a 19 gain a random feature/feat. On the roll of a 20 you are granted a single immediate casting of the wish spell. For all the proficiencies, languages and features the one gained is determined by the DM (they may choose to do this randomly or based on current state of the campaign).
The Tower.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.
The Wheel. A random card from this deck is permanently destroyed or you can give up a sacrifice to keep the card which can include suffering a random negative effect from the deck.
The World. You can move time backward for the world by 1 day for an individual, an hour for a room of people, 13 seconds for the entire world or 3 seconds for the multiverse. You and anyone you chose can keep their memories of the previous time progression, though other powers can affect the memory effect.
I am aware this is generally "nicer" and alot less lethal to the party but I feel this should be more an item that grants plot and adventures rather than just making my players unplayable. Also for the XP progression my campaign uses the 3-Pillars XP methid where every level is only 100 xp the only thing that alters is what is earned from the source.
So I made an altered version of the Deck of Many things and wanted to see what ppl think of it. Players are only allowed to draw 1 per person per day/long rest whichever is longer.
The Chariot. Up to two Items worth at most 2,500 GP appear at your feet, with a chance it may be instead a wondrous item.
Death. 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 yards 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. Winner gains a gift this can be a positive effect from the deck or a physical item of the DMs discretion.
The Devil. A powerful entity of either the Nine Hells, the Abyss, Celestia or Arborea becomes your enemy (Character Alignment and other factors may determine which it is). The entity seeks your ruin and plagues your life, savoring your suffering before attempting to slay you. This enmity lasts until either you or the entity dies.
The Emperor. Permanently reduce either your Strength, Intelligence, Wisdom or Charisma by 1D4 (to a minimum score of 1). You can draw one additional card beyond your declared draws.
The Empress. You gain proficiency in the Persuasion skill, and you double your proficiency bonus on checks made with that skill. If you already have it gain proficiency in another charisma based skill, that skill does not gain the double proficiency modifier. In addition, you gain rightful ownership of a small keep or similar structure somewhere in your home/neutral territory, with a slight chance to be located somewhere new (DMs discretion). However, the keep/structure is currently in the hands of monsters, which you must clear out before you can claim it as.yours.
The Fool. Roll a D6 on an 1/2/3: You lose a number of your highest spell slots equal to your proficiency bonus, discard this card, and draw from the deck again, counting both draws as one of your declared draws. For every extra spell slot lost after running out, lose 5 hit points. Also your party XP towards the next level is reduced to 0.
On an 4/5/6: You can draw two additional cards beyond your declared draws and you regain any used spell slots.
The Hanged Man. This card's deathly visage curses you with a potential view of your own future. You take a -2 penalty on saving throws and a -1 penalty to attack rolls and ability checks while cursed in this way. Only a god or the magic of The Moon card can end this curse.
The Hermit. All forms of monetary wealth that you carry or own, other than magic items, are lost to you. Then roll a D20 on a 1 or a 2 you lose any magic items you are carrying or attuned to (including this deck) and any property that you own. Your magic items are located in these properties, if you own no properties they will be located in a structure you will be made aware of by the DM via dreams, this structure is filled with monsters as per the Empress and like the Empress if you clear it if could be made your own.
The Hierophant. 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. You can never forget the information bestowed no matter how much you may want to, and it may come to haunt your dreams or waking hours.
The High Priestess. A rare or rarer magic item appears in your hands. The GM chooses the item.
Judgement. You disappear and become entombed in a state of suspended animation in an extra dimensional sphere. A portal to your prison dungeon remains behind in the space you occupied when you disappeared, your allies may go through this portal to try and free you from your cell. You remain imprisoned until you are found and removed from the sphere or pass the Judgment of The Worthy, during this trial you should be able to aid your friends from afar (exact method is determined by the GM). You draw no more cards.
Justice. Place this card on the body of someone recently fallen, they will be returned to the state they were in prior. This would be the closest to the state they were at, at the point of death that they could continue to survive. The individual that killed the person you revived will be immediately stuck dead. If the person you revived breaks the law within a year of their revival you will suffer a curse and the person you revived will immediately die.
The Lovers. You gain the service of a follower who is half of your current level (they will level at your rate of progression and will continue to level after you have hit level 20). Their class will be determined by your DM. They will appear within the next week. They have a higher chance of the same race as you and will at least serve you loyally until death, believing the fates have drawn them to you. The DM controls this character.
The Magician. Until the end of the next encounter you can call down a meteor from the heavens on your foes. The size of the meteor is determined by a D10, the higher the role the larger the meteor and therefore the greater the damage and blast radius of the meteor.
The Moon. 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 Stars. Increase one of your ability scores by 2. The score can exceed 20 but can't exceed 24. Once you have gain the bonus of this effect, you cannot gain the benefit until the mark of the card has left you (DM discretion).
Strength. A nonplayer character of the GM's choice becomes hostile toward you being jealous of your strength and power. The identity of your new enemy isn't known until the NPC or someone else reveals it. Nothing less than a wish spell, divine intervention or their death can end the NPC's hostility toward you.
The Sun. Your party gains 150XP, though cannot give you enough XP to gain 5th, 10th, 15th and 20th level, an item of great power may also appear in your hands (DM Discretion).
Temperance. You must immediatley roll a D20 on the roll of between 1 and 8 gain a language. On the roll of between 9 and 12 gain a tool proficiency. On a roll of either 13, 14 or 15 gain a weapon/armor proficiency. On a roll of either 16 or 17 gain a skill proficiency. On the roll of an 18 gain a save proficiency. On the roll of a 19 gain a random feature/feat. On the roll of a 20 you are granted a single immediate casting of the wish spell. For all the proficiencies, languages and features the one gained is determined by the DM (they may choose to do this randomly or based on current state of the campaign).
The Tower. 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.
The Wheel. A random card from this deck is permanently destroyed or you can give up a sacrifice to keep the card which can include suffering a random negative effect from the deck.
The World. You can move time backward for the world by 1 day for an individual, an hour for a room of people, 13 seconds for the entire world or 3 seconds for the multiverse. You and anyone you chose can keep their memories of the previous time progression, though other powers can affect the memory effect.
I am aware this is generally "nicer" and alot less lethal to the party but I feel this should be more an item that grants plot and adventures rather than just making my players unplayable. Also for the XP progression my campaign uses the 3-Pillars XP methid where every level is only 100 xp the only thing that alters is what is earned from the source.
Loex - A Lizardfolk Lvl 4/6/4 Hexblade Profane Blood Hunter/ Battlesmith Artificer/ Cleric of the Forge
Arborea - A Warforged Lvl 1 Hexblade Warlock
DM - "Malign Intelligence"
SWEET
Glad you like it
Loex - A Lizardfolk Lvl 4/6/4 Hexblade Profane Blood Hunter/ Battlesmith Artificer/ Cleric of the Forge
Arborea - A Warforged Lvl 1 Hexblade Warlock
DM - "Malign Intelligence"
I like everything random that has gamebreaking effects
The tower seems especially game breaking, imagine a lawful good paladin becoming chaotic evil!
yeah my final version altered that one a while back the new version of tower is "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. If your alignment is changed a creature is spawned that your party becomes aware of, that if slain will return your original alignment. If you return your alignment through alternate means this creature is destroyed. This allignment change can be reversed through considerable character development and roleplay as well as by mechanical effects (such as the Ceremony spell)."
Loex - A Lizardfolk Lvl 4/6/4 Hexblade Profane Blood Hunter/ Battlesmith Artificer/ Cleric of the Forge
Arborea - A Warforged Lvl 1 Hexblade Warlock
DM - "Malign Intelligence"
thank you for this. i like you deck a lot better than the og. i feel like players will want to draw from it more
So you renamed some of the cards?
No if you read the effects some cards are the same but others are more toned down to make it less a campaign killer
Loex - A Lizardfolk Lvl 4/6/4 Hexblade Profane Blood Hunter/ Battlesmith Artificer/ Cleric of the Forge
Arborea - A Warforged Lvl 1 Hexblade Warlock
DM - "Malign Intelligence"