I created a combat-based and more balanced version of the Deck of Many Things. I think it might be a pretty cool magic item for villains to have, too. Any feedback is appreciated.
Deck of Endings Wondrous item, legendary (requires attunement)
Occasionally found in a container, every card in this deck is blank until is drawn. The deck has 22 cards, each with a different effect. You can use an action to draw a card from the deck. Once a card is drawn, it disappears from the deck forever.
Playing Card
Card
Ace of diamonds
Supernova
King of diamonds
The Solar
Queen of diamonds
Planetar
Jack of diamonds
Deva
Two of diamonds
Starfall
Ace of hearts
Desolation
King of hearts
Heartbreak
Queen of hearts
The Murderer
Jack of hearts
Yearning
Two of hearts
The Shadow
Ace of clubs
Oblivion
King of clubs
Hellfire
Queen of clubs
Blood
Jack of clubs
The Succubus
Two of clubs
The Ogre
Ace of spades
The Prism
King of spades
Pestilence
Queen of spades
Revival
Jack of spades
Battalion
Two of spades
Renegade
Joker (with TM)
Chaos
Joker (without TM)
Law
Battalion. A battalion of 1d4 x 5 undead warriors appears. The warriors follow your commands (no action required) loyally. These warriors use the zombie statistics and last until they die or you dismiss them as a bonus action.
Blood. You and a creature that you can see within 60 feet of you both take an equal amount of damage of your choice, up to 200. This damage cannot be reduced in any way.
Chaos. You may swap the positions of any number of creatures within 60 feet of you, including yourself.
Desolation. For 1 minute, any healing spells cast within 60 feet of you have their healing reduced by the number of cards left in this deck.
Deva. You send a telepathic message to a creature of your choice that you are familiar with. This message works like the sending spell, except that there is no word limit.
Heartbreak. You spin a powerful web of deception over two creatures of your choice within 60 feet of you. For 1 minute, whenever one of them hears the other, they must succeed on a DC 15 Charisma save or take 5d8 psychic damage.
Hellfire. Flames burst out from you, causing all water within a 60 foot radius to evaporate instantly. For one minute, at the start of each of your turns, every creature and object within 60 feet of you (including yourself) takes fire damage equal to your level (or CR). Plants take double the damage from this card.
Law. Each creature within 30 feet of you (including you) must succeed on a DC 15 Wisdom save or be paralyzed until the end of your next turn.
The Murderer. One creature of your choice within 60 feet of you begins to hate any other creature of your choice and wishes to kill them more than anything. However, this hate is subtle, and they will take their time if they have to. Greater restoration or a similar spell removes this effect.
Oblivion. You are instantaneously subjected to the modify memory spell, which erases the past 10 days of your life.
The Ogre. Boulders appear in the sky over creatures of your choice within 60 feet of you, dealing bludgeoning damage equal to your level (or CR), or half as much damage on a successful DC 15 Dexterity save.
Pestilence. Poisonous fumes roll out from you, changing every liquid or potion within 60 feet of you into a potion of poison. For one minute, you and each creature within 60 feet of you are poisoned, and while poisoned in this way, you take 2d6 poison damage at the start of each of your turns.
Planetar. A holy light in the shape of a sword descends from the heavens. You cast the spiritual weapon spell at 6th level, and have immunity to radiant damage while the spell lasts.
The Prism. Light refracts off of you, forcing each creature within 60 feet of you to succeed on a DC 15 Constitution saving throw or be blinded until the start of your next turn.
Renegade. Choose one creature within 60 feet of you. For 1 hour, the creature's alignment becomes Chaotic Neutral and they gain the following flaw: "The only person that matters is myself. Everyone else can go rot in Carceri, for all I care."
Revival. The next time a creature within 60 feet of you, including yourself, is knocked to 0 hit points or killed, they return to life with their full hit points.
The Shadow. You cast the darkness spell (DC 15), centered on yourself. Until the spell ends, you have blindsight out to range of 30 feet, and advantage on attack rolls or saving throws while you're in dim light or darkness.
The Solar. You sprout radiant wings which last for 1 minute. For 1 minute, you have a flying speed of 60 feet, and each creature of your choice that starts its turn within 30 feet of you takes radiant damage equal to your level (or CR).
Starfall. Luminous stardust gathers around you. For 1 minute, any experience points you gain are doubled, and you roll attack rolls with advantage. In addition, you shed dim light in a 10 foot radius for the duration.
The Succubus. You have advantage on all Charisma checks for 1 minute. In addition, choose one creature within 60 feet of you. That creature is subjected to the effects of a philter of love, with you treated as the creature they first see.
Supernova. You instantaneously perish. Each creature and object within 300 feet of your body takes force damage equal to your hit point maximum.
Yearning. You become infatuated with this deck, and it becomes cursed. Each time you attempt to let go of the deck, you must succeed on a DC 15 Wisdom saving throw or be charmed by the deck for 30 days. While you are charmed in this way, you cannot part with the deck and keep it with you at all times. If a year passes without the curse ending or you fail three saves, you are imprisoned inside a new card that is added to the deck. The GM determines the name and effects of this card.
All stars fade. Some stars forever fall. ------------------------------------------------------------------------------------------------- Homebrew (Mostly Outdated):Magic Items,Monsters,Spells,Subclasses ------------------------------------------------------------------------------------------------- If there was no light, people wouldn't fear the dark.
Only being able to pull one card as an action makes sense for a more combat-oriented deck, no complaints there.
Individual Cards:
Battalion: This is overpowered. Absurdly so, actually. Specters are very powerful, and this card can summon dozens of them. I would a) lower the amount of spirits summoned, b) change them from Specters to...honestly, all the Spirits/Ghosts/Wraiths/etc are all really, really, good. So, idk what to change it to, but I would change it. Also, c) you should have to make a Cha Check whenever you give the spirits a direction. On a success, they follow your direction, but on a failure they are instead freed from your control.
Blood: ...not sure how I feel about this one. The idea for this mechanic is interesting, yes, but...I feel like you overuse it a fair bit. There are 5 cards with this (or an extremely similar) mechanic. So...I don’t know. It’s interesting, but...just feels a little overused. Also, it should be Necrotic Damage.
Chaos: This is a fun one. I like it a lot :D
Desolation: This is just a worse version of Blood. Keep one, change the other. Maybe this one could make healing magic not work in the surrounding area (60ft-ish) for a minute?
Deva: This one is good as well. Battlefield communication is always tricky, especially in D&D. This helps avoid that quite nicely.
Heartbreak: Interesting idea! But...executed poorly. One- there should be a Cha Save here to try and avoid it, and one either every round, or whenever you take the damage. Two- Nerf. That. Damage. That is possibly 60d6 Psychic Damage over the course of one minute. That gets a big fat Nope in my book.
Hellfire: Interesting, but again, similar mechanic to a lot of the other ones. And it’s just a Supernova Card with a worse chance of success. I would make this some general ‘burn everything’ effect (raise the temperature drastically, evaporate water, light fires, d6 [?] fire damage each round kinda deal).
Law: I would change this to Paralyzed. Stunned doesn’t really feel that ‘law-y,’ which I don’t think is a word.
Murderer: This one is really cool! I like it a lot, and I think it works well.
Oblivion: Cool idea, but...not sure how it would work. Modify Memory has a lot of other effects and stuff beyond just Modifying someone’s Memory, so I don’t quite know how it would all work.
Ogre: Tack on a Dex Save for half damage, and it should be fine.
Pestilence: I think this should...do something different. I’d say, Poisoned Condition to all creatures (including you) w/in 60ft, contaminate all liquids (potions included), kill nonmagical plants, and add a poison fog. Similar effects to Hellfire.
Planetar: Just make it be a Spiritual Weapon without Concentration. Same basic effects. Maybe lvl 2 or 3.
Prism: It’s fine. A little lackluster compared to others, but it’s fine.
Renegade: This one is good. Interesting idea, interesting implementation, interesting card.
Revival: I love this. Could be really good for the party, but it could also just resurrect the BBEG if the card is pulled at the wrong moment. Might lead to ‘PvP,’ in order to prevent the BBEG from getting resurrected. Will lead to interesting gameplay.
Shadow: Maybe a tad OP, but...either way, fun card. Will be stealing parts of this for Irhtos.
Solar: Combining the good bits of the two angelic Aasimar subraces, seems fine. Good card.
Starfall: Great card. Powerful, but not overly so.
Succubus: Interesting! I like it. Could lead to a change of sides.
Supernova: Ouch. Good card. But...ouch.
Yearning: Give me that Really Bad Card! Give it to meeee! In all seriousness, love it. Fantastic card. Also gives the opportunity to add some fun extra cards, as former holders who lost their soul to the magic of the deck.
All in all, great work as always, TTB. Will be using this for my home games.
Rollback Post to RevisionRollBack
Seven there shall be/In the halls of the eighth/Eights shall witness/Eight and eight and eight and eight/Blood of the father/Blood of the sun/Endless darkness/Day is done
All in all, great work as always, TTB. Will be using this for my home games.
Thanks! I'll edit it according to your suggestions.
Rollback Post to RevisionRollBack
All stars fade. Some stars forever fall. ------------------------------------------------------------------------------------------------- Homebrew (Mostly Outdated):Magic Items,Monsters,Spells,Subclasses ------------------------------------------------------------------------------------------------- If there was no light, people wouldn't fear the dark.
Okay, I edited it. Any feedback on how I implemented the changes is welcome.
Rollback Post to RevisionRollBack
All stars fade. Some stars forever fall. ------------------------------------------------------------------------------------------------- Homebrew (Mostly Outdated):Magic Items,Monsters,Spells,Subclasses ------------------------------------------------------------------------------------------------- If there was no light, people wouldn't fear the dark.
Okay, I edited it. Any feedback on how I implemented the changes is welcome.
It's good, but several features are dependent on level, which most creatures don't have.
I'll change it so it says level or CR.
Rollback Post to RevisionRollBack
All stars fade. Some stars forever fall. ------------------------------------------------------------------------------------------------- Homebrew (Mostly Outdated):Magic Items,Monsters,Spells,Subclasses ------------------------------------------------------------------------------------------------- If there was no light, people wouldn't fear the dark.
If I ever run a high/epic level campaign, could I use this in case if I want to?
Sure!
Rollback Post to RevisionRollBack
All stars fade. Some stars forever fall. ------------------------------------------------------------------------------------------------- Homebrew (Mostly Outdated):Magic Items,Monsters,Spells,Subclasses ------------------------------------------------------------------------------------------------- If there was no light, people wouldn't fear the dark.
To post a comment, please login or register a new account.
I created a combat-based and more balanced version of the Deck of Many Things. I think it might be a pretty cool magic item for villains to have, too. Any feedback is appreciated.
Deck of Endings
Wondrous item, legendary (requires attunement)
Occasionally found in a container, every card in this deck is blank until is drawn. The deck has 22 cards, each with a different effect. You can use an action to draw a card from the deck. Once a card is drawn, it disappears from the deck forever.
Battalion. A battalion of 1d4 x 5 undead warriors appears. The warriors follow your commands (no action required) loyally. These warriors use the zombie statistics and last until they die or you dismiss them as a bonus action.
Blood. You and a creature that you can see within 60 feet of you both take an equal amount of damage of your choice, up to 200. This damage cannot be reduced in any way.
Chaos. You may swap the positions of any number of creatures within 60 feet of you, including yourself.
Desolation. For 1 minute, any healing spells cast within 60 feet of you have their healing reduced by the number of cards left in this deck.
Deva. You send a telepathic message to a creature of your choice that you are familiar with. This message works like the sending spell, except that there is no word limit.
Heartbreak. You spin a powerful web of deception over two creatures of your choice within 60 feet of you. For 1 minute, whenever one of them hears the other, they must succeed on a DC 15 Charisma save or take 5d8 psychic damage.
Hellfire. Flames burst out from you, causing all water within a 60 foot radius to evaporate instantly. For one minute, at the start of each of your turns, every creature and object within 60 feet of you (including yourself) takes fire damage equal to your level (or CR). Plants take double the damage from this card.
Law. Each creature within 30 feet of you (including you) must succeed on a DC 15 Wisdom save or be paralyzed until the end of your next turn.
The Murderer. One creature of your choice within 60 feet of you begins to hate any other creature of your choice and wishes to kill them more than anything. However, this hate is subtle, and they will take their time if they have to. Greater restoration or a similar spell removes this effect.
Oblivion. You are instantaneously subjected to the modify memory spell, which erases the past 10 days of your life.
The Ogre. Boulders appear in the sky over creatures of your choice within 60 feet of you, dealing bludgeoning damage equal to your level (or CR), or half as much damage on a successful DC 15 Dexterity save.
Pestilence. Poisonous fumes roll out from you, changing every liquid or potion within 60 feet of you into a potion of poison. For one minute, you and each creature within 60 feet of you are poisoned, and while poisoned in this way, you take 2d6 poison damage at the start of each of your turns.
Planetar. A holy light in the shape of a sword descends from the heavens. You cast the spiritual weapon spell at 6th level, and have immunity to radiant damage while the spell lasts.
The Prism. Light refracts off of you, forcing each creature within 60 feet of you to succeed on a DC 15 Constitution saving throw or be blinded until the start of your next turn.
Renegade. Choose one creature within 60 feet of you. For 1 hour, the creature's alignment becomes Chaotic Neutral and they gain the following flaw: "The only person that matters is myself. Everyone else can go rot in Carceri, for all I care."
Revival. The next time a creature within 60 feet of you, including yourself, is knocked to 0 hit points or killed, they return to life with their full hit points.
The Shadow. You cast the darkness spell (DC 15), centered on yourself. Until the spell ends, you have blindsight out to range of 30 feet, and advantage on attack rolls or saving throws while you're in dim light or darkness.
The Solar. You sprout radiant wings which last for 1 minute. For 1 minute, you have a flying speed of 60 feet, and each creature of your choice that starts its turn within 30 feet of you takes radiant damage equal to your level (or CR).
Starfall. Luminous stardust gathers around you. For 1 minute, any experience points you gain are doubled, and you roll attack rolls with advantage. In addition, you shed dim light in a 10 foot radius for the duration.
The Succubus. You have advantage on all Charisma checks for 1 minute. In addition, choose one creature within 60 feet of you. That creature is subjected to the effects of a philter of love, with you treated as the creature they first see.
Supernova. You instantaneously perish. Each creature and object within 300 feet of your body takes force damage equal to your hit point maximum.
Yearning. You become infatuated with this deck, and it becomes cursed. Each time you attempt to let go of the deck, you must succeed on a DC 15 Wisdom saving throw or be charmed by the deck for 30 days. While you are charmed in this way, you cannot part with the deck and keep it with you at all times. If a year passes without the curse ending or you fail three saves, you are imprisoned inside a new card that is added to the deck. The GM determines the name and effects of this card.
All stars fade. Some stars forever fall.
-------------------------------------------------------------------------------------------------
Homebrew (Mostly Outdated): Magic Items, Monsters, Spells, Subclasses
-------------------------------------------------------------------------------------------------
If there was no light, people wouldn't fear the dark.
Interesting idea! And executed well, I feel.
Only being able to pull one card as an action makes sense for a more combat-oriented deck, no complaints there.
Individual Cards:
Battalion: This is overpowered. Absurdly so, actually. Specters are very powerful, and this card can summon dozens of them. I would a) lower the amount of spirits summoned, b) change them from Specters to...honestly, all the Spirits/Ghosts/Wraiths/etc are all really, really, good. So, idk what to change it to, but I would change it. Also, c) you should have to make a Cha Check whenever you give the spirits a direction. On a success, they follow your direction, but on a failure they are instead freed from your control.
Blood: ...not sure how I feel about this one. The idea for this mechanic is interesting, yes, but...I feel like you overuse it a fair bit. There are 5 cards with this (or an extremely similar) mechanic. So...I don’t know. It’s interesting, but...just feels a little overused. Also, it should be Necrotic Damage.
Chaos: This is a fun one. I like it a lot :D
Desolation: This is just a worse version of Blood. Keep one, change the other. Maybe this one could make healing magic not work in the surrounding area (60ft-ish) for a minute?
Deva: This one is good as well. Battlefield communication is always tricky, especially in D&D. This helps avoid that quite nicely.
Heartbreak: Interesting idea! But...executed poorly. One- there should be a Cha Save here to try and avoid it, and one either every round, or whenever you take the damage. Two- Nerf. That. Damage. That is possibly 60d6 Psychic Damage over the course of one minute. That gets a big fat Nope in my book.
Hellfire: Interesting, but again, similar mechanic to a lot of the other ones. And it’s just a Supernova Card with a worse chance of success. I would make this some general ‘burn everything’ effect (raise the temperature drastically, evaporate water, light fires, d6 [?] fire damage each round kinda deal).
Law: I would change this to Paralyzed. Stunned doesn’t really feel that ‘law-y,’ which I don’t think is a word.
Murderer: This one is really cool! I like it a lot, and I think it works well.
Oblivion: Cool idea, but...not sure how it would work. Modify Memory has a lot of other effects and stuff beyond just Modifying someone’s Memory, so I don’t quite know how it would all work.
Ogre: Tack on a Dex Save for half damage, and it should be fine.
Pestilence: I think this should...do something different. I’d say, Poisoned Condition to all creatures (including you) w/in 60ft, contaminate all liquids (potions included), kill nonmagical plants, and add a poison fog. Similar effects to Hellfire.
Planetar: Just make it be a Spiritual Weapon without Concentration. Same basic effects. Maybe lvl 2 or 3.
Prism: It’s fine. A little lackluster compared to others, but it’s fine.
Renegade: This one is good. Interesting idea, interesting implementation, interesting card.
Revival: I love this. Could be really good for the party, but it could also just resurrect the BBEG if the card is pulled at the wrong moment. Might lead to ‘PvP,’ in order to prevent the BBEG from getting resurrected. Will lead to interesting gameplay.
Shadow: Maybe a tad OP, but...either way, fun card. Will be stealing parts of this for Irhtos.
Solar: Combining the good bits of the two angelic Aasimar subraces, seems fine. Good card.
Starfall: Great card. Powerful, but not overly so.
Succubus: Interesting! I like it. Could lead to a change of sides.
Supernova: Ouch. Good card. But...ouch.
Yearning: Give me that Really Bad Card! Give it to meeee! In all seriousness, love it. Fantastic card. Also gives the opportunity to add some fun extra cards, as former holders who lost their soul to the magic of the deck.
All in all, great work as always, TTB. Will be using this for my home games.
Seven there shall be/In the halls of the eighth/Eights shall witness/Eight and eight and eight and eight/Blood of the father/Blood of the sun/Endless darkness/Day is done
Savior/Sovereign/Saint Foresworn/Traitor/Trusted/Tortured Truthborn/Chosen/Cursed
Created by deities/Created by mortals/Created by powers unseen/Unheard of
Fate speaks of one/Fate speaks to none/Eternal shadows/Day is Done.
Thanks! I'll edit it according to your suggestions.
All stars fade. Some stars forever fall.
-------------------------------------------------------------------------------------------------
Homebrew (Mostly Outdated): Magic Items, Monsters, Spells, Subclasses
-------------------------------------------------------------------------------------------------
If there was no light, people wouldn't fear the dark.
Okay, I edited it. Any feedback on how I implemented the changes is welcome.
All stars fade. Some stars forever fall.
-------------------------------------------------------------------------------------------------
Homebrew (Mostly Outdated): Magic Items, Monsters, Spells, Subclasses
-------------------------------------------------------------------------------------------------
If there was no light, people wouldn't fear the dark.
It's good, but several features are dependent on level, which most creatures don't have.
I have a weird sense of humor.
I also make maps.(That's a link)
none of the effects even mention levels at all
Check out my homebrew subclasses spells magic items feats monsters races
i am a sauce priest
help create a world here
I'll change it so it says level or CR.
All stars fade. Some stars forever fall.
-------------------------------------------------------------------------------------------------
Homebrew (Mostly Outdated): Magic Items, Monsters, Spells, Subclasses
-------------------------------------------------------------------------------------------------
If there was no light, people wouldn't fear the dark.
this is really cool
yearning is my favorite one.
I am an average mathematics enjoyer.
>Extended Signature<
very cool
Black Lives Matter
Count as high as you can before Nikoli_Goodfellow Posts!
Extended Signature, The Best Paradox, We all knew it.
I participate in the Level 20 Gladiator Arena with several champions they are all in my extended signature Win Streak: 0 Total Wins: 19 Total Loses: 6
I really like it! :D
If I ever run a high/epic level campaign, could I use this in case if I want to?
Sure!
All stars fade. Some stars forever fall.
-------------------------------------------------------------------------------------------------
Homebrew (Mostly Outdated): Magic Items, Monsters, Spells, Subclasses
-------------------------------------------------------------------------------------------------
If there was no light, people wouldn't fear the dark.