Wondrous Item, artifact

This items is normally found in a grand ornate chest, or an expensive midnight blue and gold embroidered pouch. This deck contains a number of cards made of thin astrasteel, which when viewed from the back displays the sky of the Astral Sea. Only one copy of the deck exists and contains 80 cards.

To draw from the deck, roll a d100. If the result is 80 or higher, roll again until it is not. If the result is 79 or lower (including 00), reference the table below to see the drawn card. Next, roll a d20. If the result is even, apply the effect of the Obverse side of the card. If the result is odd, apply the effect of the Inverse side of the card.

Declare any number of cards to draw, up to 5. You are compelled to continue drawing from the deck until all of your declared draws have been made, or you die. An incapacitated character is still forced to draw cards, and the deck will animate their body to do so. This compulsion cannot be negated. All increases to the number of drawn cards are mandatory, unless otherwise stated. You must enter immediate lethal combat with entities that attempt to prevent you from drawing cards, including NPCs and party members, even while incapacitated.

You cannot draw the same card twice. (This also means you cannot draw the same card in its obverse and inverse orientations.) After you have drawn your declared number of cards, the deck teleports to an unknown random location, in an unknown random plane of existence. It then restores all of its drawn cards.

Attempts to destroy or damage the Deck of All Things result in the immediate summoning of Tymora, the Avatar of Luck and Fate, as a surprise attack hostile to the entity attempting to cause the deck harm. Additionally, 12 Euryale Guardians of Fate enter combat but roll initiative as normal.

 

Major Arcana

[00] 0 Fool [Fool]

Obverse - Lose all of the experience you have gained this level, then draw from the deck again. This next draw does not count as one of your declared draws.
Inverse - Gain enough experience to gain a level, then draw from the deck again. This next draw does not count as one of your declared draws. If that draw is inverse, you may turn it obverse if you find the obverse effect more beneficial, and vice versa.

[01] I Vizier [Magician]

Obverse - At any time you choose within one year of drawing this card, you can ask any one question in meditation. You will mentally receive a perfectly truthful answer to that question, without any form of manipulation. An answer granted to you by this card will solve any puzzle or arbitrary dilemma. The answer given will come with knowledge on how to apply its wisdom.

Inverse - At any time you choose within one year of drawing this card, you can ask any one question in meditation. You will mentally receive a perfectly manipulated answer to that question, without any form of truth. You believe it to be true. An answer granted to you by this card will complicate any puzzle or arbitrary dilemma, rendering it unsolvable or adversarial. The answer given comes with a compulsion to apply its wisdom, given your existing knowledge. (DM Advice: Make the player think they drew the Obverse-oriented card.)

[02] II Talons [Priestess]

Obverse - Every magic item you carry or have equipped disintegrates. Artifacts in your possession are not destroyed, but are teleported to a random, unknown location within 100 miles.

Inverse - Every magic item you carry or have equipped increases its magic bonus by +1, or if it does not have a bonus, its rarity increases by one step, becoming a new random item of a higher rarity. If it is of the highest rarity, it becomes an artifact with a new random effect determined by your DM in addition to its existing effects.

[03] III Euryale [Empress]

Obverse - The card's medusa-like visage permanently curses you. You take a -2 penalty on any saving throw you make. Only a god or the magic of The Fates card can end this curse.

Inverse - The card's medusa-like visage permanently blesses you. You take a +2 bonus on any saving throw you make.

[04] IV Throne [Emperor]

Obverse - You gain expertise in the Persuasion skill. Advance it to expertise directly without proficiency as a prerequisite. You gain rightful ownership of a large piece of land, a castle and keep, and two loyal personal guards of half your level, rounded down. All evidence of their ownership is recognized by all legal structures of the lands they occupy. Your rule over them is recognized.

Inverse - You gain expertise in the Persuasion skill. Advance it to expertise directly without proficiency as a prerequisite. You gain rightful ownership of a large piece of land, a castle and keep, and two loyal personal guards of half your level, rounded down. However, the keep is currently under the control of a group of powerful monsters that must be cleared out before it can be claimed. Local taxes will repair damage to the property.

[05] V Idiot [Hierophant / Pope]

Obverse - Permanently reduce your base Intelligence score by 1d4+1 (to a minimum score of 1). You may draw one additional card beyond your original declared draws. You make this decision after your final card is drawn.

Inverse - Permanently increase your base Intelligence score by 1d4+1 (to a maximum score of 24). You must draw one additional card beyond your original declared draws.

[06] VI Fates [Lovers]

Obverse - You gain the power to rewrite destiny once. At any point before you would die, you can undo any single event that had occurred that resulted in your death. This could be a single attack, a cast spell, a failed saving throw, or any other single die roll result. The event is undone as if it never happened. That event was never a failure, and is treated as a success instead.

Inverse - You must immediately name one other creature in existence. The next time that creature's life is in mortal danger, you are magically compelled to share in their fate. If they die, you die. If they are saved, you are saved. This bond lasts until the bonded creature becomes deceased.

[07] VII Key [Chariot]

Obverse - You receive a rare or greater magical item (DM's choice) that grants you a new or enhanced form of movement. (Such as Boots of Speed or a Helm of Teleportation).

Inverse - You are magically shackled to a location. The next time you complete a long rest, you become magically bound to a 1-mile radius from that location. If you move beyond this boundary, you take 4d10 force damage for every 10 feet you travel and are pushed 10 feet back toward the magically bound area. This curse can only be broken by unlocking the magical shackle. The key to this shackle is held by a creature 5 CR higher than the level of the shackled player.

[08] VIII Balance [Justice]

Obverse - Your mind suffers a wrenching alteration, causing your alignment to change. If you are Lawful, you become Chaotic; if you are Good, you become Evil, and vice versa. Neutral alignments are unaffected.

Inverse - Your mind gazes upon the scales of the judgement. Your eyes now radiate a pure light of the brightest gold. You permanently gain the ability to determine the alignment of any creature you can see.

[09] IX Void [Hermit]

Obverse - Your soul is drawn from your body, and becomes contained within The Void card. Your soul cannot exit the card by any means except for this card's inverse effect. If you attempt to leave, a powerful being guards this place. While your soul is trapped in this card, your body is incapacitated. A wish spell cannot restore your soul. You cannot draw any more cards.

Inverse - The last soul to enter this card is freed from its imprisonment. It returns to its body where it was incapacitated, and reanimates to undeath if it is dead.

[10] X Gem [Wheel of Fortune]

Obverse - A treasure chest appears at your feet containing your choice of either 25 pieces of jewelry, each worth 2,000 gp, or 50 gems, each worth 1,000 gp.

Inverse - For the next month, whenever you roll a 20 on a d20 for any reason, it is treated as a 19.

[11] XI Knight [Strength]

Obverse - You gain the loyal service of a 4th-level character who appears in a space of your choosing within 30 feet of you. This companion shares your race, one of your classes, and alignment. They will serve you faithfully as long as you are present. You control this character, and you now play this character in addition to your other characters.

Inverse - A hostile knight of equal level to you, sworn to a rival power, marks you as their nemesis. They will not attack you outright, but will seek to foil all plans made by you or your party. Challenging this knight and defeating them in combat will cause them to cease for 1 week. They must be killed to stop them permanently.

[12] XII Jester [Hanged Man]

Obverse - You may either: gain 10,000 XP, or gain 2 additional draws beyond your declared draws.

Inverse - You gain 7,777 XP and 2 additional draws beyond your declared draws.

[13] XIII Skull [Death]

Obverse - You are temporarily transported to an extraplanar space alone. An avatar of death is summoned in an empty square within 10 feet of you. You must defeat it alone. You can do this in any way you and the avatar of death agree. If you defeat the avatar, you gain 1 free casting of the True Resurrection spell, as an innate ability. If you are slain, you cannot be brought back to life by any means. Your character's existence is removed from all planes and timelines.

Inverse - You must choose an entity. That entity drops to 0 hit points and must begin making death saving throws. Any magic that restores hit points does not affect them until they are stabilized by death saves. If they die, they can only be resurrected by a Wish spell.

[14] XIV Rogue [Temperance / Art]

Obverse - Add "Boon - Rogue" as a feat. You gain expertise in up to 3 skills of your choice. If a skill does not have a proficiency, advance it to expertise directly without proficiency as a prerequisite.

Inverse - Add "Penalty - Rogue" as a feat. You must choose 3 skills. Skills that do not roll at an advantage roll at a disadvantage. Skills that roll at an advantage roll normally.

[15] XV Flames [Devil]

Obverse - A devil appears and offers a deal. It will grant you any one desire in exchange for your soul upon death. Negotiate with the DM to determine the specifics of your deal. If you refuse to take a deal, the devil leaves peacefully. If you agree, gain the boon you've negotiated to receive. However, if your hit points are reduced to 0 at any point, immediately destroy your character sheet. Do not roll death saving throws and ignore all reactions to restore hit points.

Inverse - You now take 1d4 fire damage per hour at all times. When awaking from a long rest, immediately take 8d4 fire damage. This can only be negated by fire damage immunity.

[16] XVI Donjon [Tower]

Obverse - You disappear and become entombed in a state of suspended animation in an extradimensional sphere in a random position in a random plane of existence. Everything you were wearing and carrying stays behind in the space you occupied when you disappeared. You remain imprisoned until you are found and removed from the sphere. You can't be located by any divination magic, but a wish spell can reveal the location of your prison. You cannot draw any more cards.

Inverse - The person you care about most disappears and becomes entombed in a state of suspended animation in an extradimensional sphere in a random position in a random plane of existence. Everything they were wearing and carrying stays behind in the space they occupied when they disappeared. They remain imprisoned until they are found by you and only you. They can't be located by any divination magic, but a wish spell can reveal the location of their prison.

[17] XVII Star [Star]

Obverse - Increase one of your ability base scores by 2. That score can be increased above 20, but not above 24.

Inverse - Decrease one of your abilities' base scores by 2. That score cannot be reduced below 2.

[18] XVIII Moon [Moon]

Obverse - You are granted 3 uses of the Wish spell as charges that exist as a symbolic tattoo on your dominant hand. You can use these at will at an instantaneous speed, or during combat. Even if your reaction is already consumed. After all 3 Wish cast charges are consumed, reduce your hit points to 0. Proceed with death saves as normal, unless otherwise prevented.

Inverse - Your mind is clouded by illusion, and it is difficult for you to distinguish between fantasy and reality. For the next month, you gain a disadvantage on all Intelligence and Wisdom saving throws. This effect can be removed only by the Greater Restoration spell.

[19] XIX Sun [Sun]

Obverse - You gain 50,000 XP, and a wondrous item (which the DM determines randomly) appears in your hands.

Inverse - You lose all of the experience you've gained this level. A random non-artifact magic item in your possession explodes, destroying it, and deals 4d8 force damage to every creature in a 40-foot sphere. If you have no magic items, a wonderous item appears in your hands, then explodes.

[20] XX Comet [Judgement]

Obverse - The next time you would enter combat, signified by rolling initiative, every individual hostile creature becomes a focused target for a separate full casting of the Meteor Swarm spell. (Each creature will be hit 4 times.) When meteors impact, dealing damage and affecting creatures in a 40-foot sphere, allied creatures are ignored.

Inverse - The next time you would enter combat, signified by rolling initiative, every individual creature, both allied and enemy, becomes a focused target for a separate full casting of the Meteor Swarm spell. (Each creature will be hit 4 times.)

[21] XXI World [World]

Obverse - You may increase all of your ability scores by 2, up to a maximum of 24. If you do, you can no longer gain experience or levels.

Inverse - You become magically ostracized by the entire world. For one year, you have a disadvantage on all Charisma-based skill checks. Gaining advantages does not remove this disadvantage. When the party receives a quest reward that is not experience, you are excluded from it. Your party may choose to include you.

[22] XXII Ruin [Sanctuary]

Obverse - Add "Boon - Sanctuary" as a feat. You gain the permanent benefit of the Sanctuary spell as a passive ability. It is cast automatically, at no cost, any time you have not made a hostile action for 1 minute.

Inverse - All of your non-magical wealth and property is lost. Buildings, land, and vehicles you own are lost, and any documentation proving your ownership of them vanishes.

[23] XXIII Universe [Universe]

Obverse - The next time you single-handedly defeat a hostile monster or group of monsters you encounter, every member of your party gains enough experience points to gain 1 level. You cannot receive assistance of any kind from any other person. Killing a single monster without ending an encounter and releasing initiative does not trigger this effect. If any of the party's characters are already level 20, those party members gain a permanent boon instead.

Inverse - The next time you enter an encounter, signified by rolling initiative, you may not receive assistance of any kind from any other person. If you do receive assistance, instantly reduce your hit points to 0 and fail your death saving throws. (Die.) If you succeed in this combat, you gain enough experience to gain 2 levels. If you are, or have reached, level 20, you gain permanent boons for each experience level you would have gained.

 

Minor Arcana

[24] A Ace of Swords

Obverse - You permanently gain a +1 bonus to weapon attack and damage rolls.

Inverse - You permanently gain a -1 penalty to weapon attack and damage rolls.

[25] 2 Two of Swords

Obverse - You gain the ability to cast the Blur spell once per day. This ability recharges after a long rest.

Inverse - You have a disadvantage on the next three attack rolls or ability checks that you make. These disadvantages cannot be prevented by any means, including features that would replace dice.

[26] 3 Three of Swords

Obverse - You gain an Inspiration of Fate. This 1d8 inspiration remains with you until it is consumed, and stacks with other forms of inspiration, such as Bardic Inspiration.

Inverse - The next time you would bring a creature to 0 hit points, take 4d6 psychic damage. When you do, you cannot take reactions until the end of your next turn.

[27] 4 Four of Swords

Obverse - Once per day, you gain the "Boon - Four Swords". For 1 minute, gain an advantage on all saving throws. This ability can be used once per long rest.

Inverse - You immediately fall into a magical slumber for 1d4 hours. You cannot be woken by any means. All remaining draws you would make from this deck still occur.

[28] 5 Five of Swords

Obverse - Regardless of your class, gain the Rogue's "Cunning Action" class feature as a feat. If you already have this feature, gain "Extra Cunning Action" as a feat instead. Extra Cunning Action allows a single bonus action to give up to 2 of either Dash, Disengage, or Hide. (Including 2 Dashes).

Inverse - You must choose an ally. You cannot willingly target that ally with a beneficial skill, spell, ability, effect, or item for 1 week. If you do, take 4d6 psychic damage for each instance of assistance.

[29] 6 Six of Swords

Obverse - You gain proficiency with vehicles (water), and a Galley with an extra 20,000 gp in extravagant decor.

Inverse - For the next year. Any attempt you make at traveling via magical means (such as teleportation, Misty Step, Dimension Door, or in a magical vehicle, etc) has a 50% chance of failing. When this failure happens, you are safely deposited in a random location 1d10 miles from your intended final destination. That displacement can happen faster than the original method of travel.

[30] 7 Seven of Swords

Obverse - You can now cast the Invisibility spell on yourself once per day. This ability recharges after a long rest.

Inverse - One of your unattended valuable items vanishes. Even if equipped. A local thieves' guild has acquired it and will not return it without payment, persuasion, or convincing.

[31] 8 Eight of Swords

Obverse - You gain the ability to cast the Misty Step spell once per day. This ability recharges after a long rest.

Inverse - A 100-pound astrasteel ball and chain is manacled to one of your ankles. It has 200 hit points and 50 damage reduction. While it is attached to you, it contributes 100 pounds to your carry weight and slows your speed by 10 ft. It has a lock that can be overcome by a DC 30 Slight of Hand check.

[32] 9 Nine of Swords

Obverse - You are now immune to the frightened condition.

Inverse - You are now plagued by nightmares. Add "Penalty - 9 of Swords" as a feat. Whenever you take a long rest, roll a d20. If the result is 5 or less, do not gain the benefits of a long rest. Do not regain hit points or spell slots. Instead, gain 1 level of exhaustion.

[33] 10 Ten of Swords

Obverse - You permanently gain telepathy within a range of 90 feet. You can communicate both ways with any willing creature, or one way with any unwilling creature.

Inverse - All creatures within 90 feet with an intelligence of 8 or higher can read your thoughts permanently. You cannot lie, nor retain information without the knowledge of any creature within range.

[34] N Knave of Swords

Obverse - You permanently gain the ability to speak, read, and write 1d6+2 languages of your choice.

Inverse - You permanently lose the ability to speak, read, and write 1d6+2 languages. If there is only one language remaining, including common, you become illiterate for a number of years equal to the number of languages you would still need to remove. Minimum of 1 year.

[35] J Jack of Swords

Obverse - You gain proficiency in the Insight skill. If you already have this proficiency, you gain expertise in it instead. Additionally, gain any 1 weapon proficiency of your choosing.

Inverse - Choose a skill. Gain proficiency in that skill. If you already have this proficiency, you gain expertise in it instead. Choose 2 other skills, lose expertise in those skills. If they already lack expertise, they lose proficiency instead. If they already lack proficiency, gain a disadvantage when using them. Add these as the feat "Penalty - Jack of Swords".

[36] Q Queen of Swords

Obverse - You gain proficiency in the Perception skill. If you already have this proficiency, you gain expertise in it instead. Additionally, gain the Observant feat, including its ability score bonus. If you already have the Observant feat, gain the "Extra Observant" feat. The Extra Observant feat has the same effect as the Observant feat, and stacks with it. Including the ability score bonus it provides.

Inverse - You are now compelled to speak only the truth for the next year. If you tell a lie, take 4d6 psychic damage. This effect can be ended by the "Remove Curse" spell.

[37] K King of Swords

Obverse - You gain a Token of Victory, a diamond coin depicting the image of a Valkyrie on its face. When in any combat, you may flip it. (Its landing side does not matter.) When you do, it summons 33 Valkyries, allied to the party $^\text{[Tome of Beasts 1]}$ in nearby safe squares. After the end of that combat encounter, they return to their original plane. After use: If the battle was victorious, the Token of Victory disappears. If it was not, it remains in your possession.

Inverse - You gain a Token of Defeat, an obsidian coin depicting the image of a goblin. When in any combat, you may flip it. (Its landing side does not matter.) When you do, it summons 3,333 Goblins, allied to only themselves. The safety of nearby squares is not taken into consideration. After the end of that combat encounter, they remain to do whatever they please.

 

 

[38] A Ace of Cups

Obverse - You can immediately choose to stop drawing from the deck, regardless of how many cards you initially declared.

Inverse - You can immediately choose another intelligent person to draw from the deck instead of yourself. This can be any person, anywhere, on any plane of existence. This deck will teleport to their location, and they must draw your remaining declared draws.

[39] 2 Two of Cups

Obverse - Choose one willing creature. For the next week, when you regain hit points, so do they.

Inverse - For the next week, you cannot be the target of any ally's beneficial spells. They can still be the target of yours. You can still be the target of beneficial skills and abilities.

[40] 3 Three of Cups

Obverse - All friendly creatures you have interacted with in the last week become cured of a disease, injury, or ailment. Major or minor.

Inverse - All friendly creatures you have interacted with in the last week become afflicted by a disease, injury, or ailment. Major or minor.

[41] 4 Four of Cups

Obverse - You are now immune to the Charmed status.

Inverse - You may now cast the Charm Person spell as if a cantrip.

[42] 5 Five of Cups

Obverse - You are free from the emotions of an event in your past causing madness, insanity, long-term sorrow, mourning, or heartbreak. You gain one possession immediately from, or that reminds you of, this event.

Inverse - An event from your past now causes you madness, insanity, long-term sorrow, mourning, or heartbreak. You gain one possession immediately from, or that reminds you of, this event.

[43] 6 Six of Cups

Obverse - Everyone within 1,000 miles immediately gains the benefits of finishing a long rest.

Inverse - Everyone within 1 mile immediately gains the penalties of the Level 1d4+1 Exhaustion status. If they are already under the Exhaustion status, their exhaustion level is increased by this number instead.

[44] 7 Seven of Cups

Obverse - You permanently gain 2d10 inches in height, and 20 maximum and current hit points.

Inverse - You permanently lose 1d10 inches in height to a minimum of 1 inch, and 10 maximum and current hitpoints to a minimum of 1.

[45] 8 Eight of Cups

Obverse - You can now cast the Dimension Door spell once per minute, as if a cantrip.

Inverse - You feel a magical compulsion to leave your current location. Once you leave, you can never return to any place within 1 mile of this location. If you do return, take 4d6 psychic damage for every 10 feet you travel within it.

[46] 9 Nine of Cups

Obverse - You can cast the Heroes' Feast spell once per day, at no cost. This ability recharges after a long rest.

Inverse - The next time an ally within your sight lands a critical hit, immediately gain 3 levels of exhaustion.

[47] 10 Ten of Cups

Obverse - In your pocket appears a "Grandberry". Consuming it causes all creatures within a 1-mile radius, allied and enemy, to immediately gain the benefits of a long rest. All levels of exhaustion are removed. Creatures gain these benefits while awake.

Inverse - In your pocket appears a "Horriberry". Consuming it causes all creatures within a 1-mile radius, allied or enemy, to be reduced to 1 hit die, lose all spell slots, and gain 2 levels of exhaustion. Creatures gain these benefits while awake.

[48] N Knave of Cups

Obverse - You gain proficiency with one type of artisan's tools, and one musical instrument of your choice. Each time you play the instrument for 1 hour in a public place, you gain gp equal to 10 times your Performance skill check.

Inverse - Add "Gambler's Fallacy" as a feat. At the start of each day, you may choose an amount of gp up to 10,000, or an item up to 10,000 gp in value. Roll a d20. If the result is 12 or higher, gain that amount of gp or duplicate the item you selected. If not, lose that amount or the item you selected.

[49] J Jack of Cups

Obverse - You gain proficiency in the Persuasion skill. If you already have this proficiency, you gain expertise in it instead.

Inverse - You become infatuated or obsessed with some idea or goal. Propose to your DM the details of a grand, foolish quest. You are magically compelled to pursue this quest above all others until it is complete.

[50] Q Queen of Cups

Obverse - You gain the ability to cast Mass Cure Wounds once per week at no cost.

Inverse - For the next week, any time a creature, allied or enemy, within 60 feet of you takes psychic damage. Take half that amount of damage.

[51] K King of Cups

Obverse - Your Charisma score permanently increases by 2. Gain expertise in Deception and Persuasion. If either skill does not have a proficiency, advance it to expertise directly without proficiency as a prerequisite.

Inverse - You gain immunity to poison damage, and the Poisoned Status.

 

 

[52] A Ace of Coins

Obverse - You are teleported into an underground 10 ft cube adamantine vault containing 1,000,000 silver coins. Exiting it reveals a magically hidden entrance accessible from the surface.

Inverse - All coinage disappears from your party's possession.

[53] 2 Two of Coins

Obverse - Add "Boon - 2 of Coins" as a feat. Once per day, you may gain a +5 bonus to your AC as a reaction against a melee attack that would hit you.

Inverse - Add "Penalty - 2 of Coins" as a feat. Once per day, you may gain a +5 bonus to any one saving throw you make as a reaction. For the rest of that combat, subtract 5 from your AC.

[54] 3 Three of Coins

Obverse - You permanently gain a climbing speed equal to your walking speed. You also gain the ability to move up, down, across vertical surfaces, and along ceilings, while leaving your hands free.

Inverse - You permanently now roll a disadvantage on any skill check related to climbing, swimming, or jumping.

[55] 4 Four of Coins

Obverse - One non-magical item you own becomes indestructible and magical, gaining +1 if it is equipment.

Inverse - For the next week, if you part with any of your possessions willingly, they are immediately destroyed before they are used. You can still use others' possessions.

[56] 5 Five of Coins

Obverse - A random lost common magic item appears in your backpack. The name of the owner is written upon it. Return it to its rightful owner to receive a greater reward, as determined by the DM.

Inverse - In your homeland, you are suddenly responsible for 100,000 gp in debt. A party of "debt collectors" has been charged with reclaiming your assets.

[57] 6 Six of Coins

Obverse - Add "Boon - Six of Coins" as a feat. The next time you give money or an item to a creature with a value more than 100 gp, you gain advantage on your next saving throw. This ability resets whenever money or an item with a value of 100 gp or more is gifted to a creature.

Inverse - The merchant's guild has blacklisted you from buying and selling goods. You must pay merchants a 100 gold bribe before you can negotiate the buy and sale of items.

[58] 7 Seven of Coins

Obverse - The next time you would gain more than 1,000 experience points at once, gain twice that amount.

Inverse - The next time you would gain more than 1,000 experience points at once, gain no experience.

[59] 8 Eight of Coins

Obverse - You gain proficiency with firearms, and with one other weapon of your choice.

Inverse - One of your proficient skills becomes unreliable. Whenever you use that skill from now on, rolling a natural 1 results in a critical fail. Resulting in dramatic and implausible effects.

[60] 9 Nine of Coins

Obverse - A wonderous, but non-magical, cloak worth 10,000 gp appears on your shoulders.

Inverse - You are cursed with expensive taste. You must spend at least 10 gp on food or drink when you consume it, and when staying at an inn. Consuming food not worth 10 gp or more poisons you. Resting at an inn not worth 10 gp or more per night gives 1 level of exhaustion. This effect can be ended by the "Remove Curse" spell.

[61] 10 Ten of Coins

Obverse - You inherit a small, debt-free plot of land with a modest house in a town or city of the DM's choice. A legal deed appears in your hands.

Inverse - You inherit a family curse, and a small, debt-free plot of land with a modest house in a town or city of the DM's choice. However, it acts as a nexus for a large number of spirits traveling through the planes of the afterlife. Approaching it is extremely dangerous. This effect can be ended by the "Remove Curse" spell.

[62] N Knave of Coins

Obverse - All of your base ability scores increase by 1, to a maximum of 20.

Inverse - All of your base ability scores decrease by 1, to a minimum of 1.

[63] J Jack of Coins

Obverse - You gain proficiency in the Investigation skill. If you already have this proficiency, you gain expertise in it instead. Add "Boon - Jack of Coins" as a feat. Each time you use the Investigation skill successfully, gain a trinket or item as evidence of your Investigation.

Inverse - You become in possession of a decrepit shack containing 1,000 lbs of random low-quality goods.

[64] Q Queen of Coins

Obverse - You permanently sprout a pair of softly luminescent, feathered wings from your back. You gain a flying speed of 30 feet. At will, you may radiate up to 30 feet of dim light from your wings or disable their ability to radiate.

Inverse - You permanently sprout a pair of shadowed, fleshy wings from your back. You gain a flying speed of 30 feet. At will, you may radiate magical darkness from your wings or disable their ability to radiate darkness. This darkness can be overcome by darkvision.

[65] K King of Coins

Obverse - Your Constitution score permanently increases by 2, to a maximum of 20. Your Constitution saving throws now gain an advantage.

Inverse - Your Wisdom saving throws now gain an advantage. Gain "Penalty - King of Coins" as a feat. If you fail a Wisdom saving throw as a result of any mind-altering effect coming from an entity's spell, ability, or item, gain an Illithid Tadpole.

 

 

[66] A Ace of Wands

Obverse - You gain a Wand of Will, an indestructible wand with the effects of an Immovable Rod. At the end of a long rest, this wand gains 1 charge of a 1st-level spell from the Wizard spell list. You can cast it from this Wand using your Intelligence. This charge is lost when unused after a long rest.

Inverse - Immediately roll from the effects of the Wild Magic Surge table.

[67] 2 Two of Wands

Obverse - Get the result of casting the Augury spell without its casting.

Inverse - For the next week, you cannot benefit from the Help action.

[68] 3 Three of Wands

Obverse - Your reach expands. Gain "Boon - 3 of Wands" as a feat. Your reach is extended by an additional 5 feet.

Inverse - Your reach contracts. Gain "Penalty - 3 of Wands" as a feat. Your reach is now 0 feet, and you can only make melee attacks when sharing the same square as your opponent.

[69] 4 Four of Wands

Obverse - You can now cast Leomund's Tiny Hut as if a cantrip.

Inverse - For the next year, you cannot benefit from a long rest unless you are more than 5 miles from any large urban settlement (villages, towns, and cities; not camps or stations).

[70] 5 Five of Wands

Obverse - You gain the ability to cast the Time Stop spell 1d4 times without consuming spell slots, meeting any other requirements, or consuming components; including somatic and verbal. Use your Intelligence, Wisdom, or Charisma as the spellcasting stat, whichever benefits you the most.

Inverse - You become frozen in time for 1d4 weeks, this effect cannot be negated. Actions taken against your person are resolved at the end of this period. Damage and healing remain unresolved until time resumes. Items can be removed from you without resistance. You cannot draw additional cards.

[71] 6 Six of Wands

Obverse - The next successful critical hit you land calculates its damage; then triples the result.

Inverse - The next time a hostile creature would be reduced to 0 hit points by a hit that you make, its hit points are restored to full.

[72] 7 Seven of Wands

Obverse - Add "Boon - 7 of Wands" as a feat. Choose a favored enemy. You gain +2 bonus AC when taking attacks from enemies of that type.

Inverse - Add "Penalty - 7 of Wands" as a feat. When in combat with a hostile creature with a CR less than half of your level, it becomes hostile toward you instead of other party members.

[73] 8 Eight of Wands

Obverse - Add "Boon - 8 of Wands" as a feat. When moving during your turn, move normally; then roll a d6. If the result is a 6, all of your movement is restored, and you may move again.

Inverse - Add "Penalty - 8 of Wands" as a feat. When moving during your turn, roll a d6 before moving. If the result is a 1, your movement speed becomes 0 ft until the end of your turn.

[74] 9 Nine of Wands

Obverse - The next time you would be reduced to 0 hit points, refresh all of your hit points to full.

Inverse - The next time your hit points are restored to full, reduce your hit points to 0 and begin death saving throws. If you are currently at full health, do that now.

[75] 10 Ten of Wands

Obverse - Add "Boon - 10 of Wands" as a feat. Your carry capacity is now doubled. Including push, drag, and lift.

Inverse - Add "Penalty - 10 of Wants" as a feat. Your carry capacity is now halved. Including push, drag, and lift.

[76] N Knave of Wands

Obverse - You gain the Homunculus Servant from the Artificer class along with the infusion slot required to use it. This is separate from other infusion slots gained from other sources. It cannot be repurposed for another infusion slot feature.

Inverse - You gain the Steel Defender from the Artificer Battlesmith subclass. You can repair it as if you have the feature to do so, and are now able to cast the Mending cantrip.

[77] J Jack of Wands

Obverse - You gain proficiency in the Survival skill. If you already have this proficiency, you gain expertise in it instead. Add "Boon - Jack of Wands" as a feat. When attempting to find the location of a creature that leaves tracks. You can immediately identify their direction of travel.

Inverse - Add "Penalty - Jack of Wands" as a feat. Your passive Investigation and Perception equal 0. It cannot gain bonuses or be restored.

[78] Q Queen of Wands

Obverse - Your maximum hit points are permanently increased by your level times your Constitution modifier. If your modifier is negative, you lose maximum hit points.

Inverse - Gain 1 maximum spell slot for every spell level you can currently cast.

[79] K King of Wands

Obverse - Add "Boon - King of Wands" as a feat. You can, as a bonus action, grant a number of allies within 30 feet an Extra Attack on their next turn, equal to their proficiency bonus. This ability recharges after a long rest.

Inverse - For the next week. Allies cannot gain advantages on attack rolls while within 30 feet of you.

Notes: Utility, Consumable

Item Tags: Utility Consumable

SoaringMoon

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