after the eccentric sorcerer baffle got his hands on the deck of many more things he studied it for an age and created hid own personal version that he could use on a regular basis. his creation takes the appearance of a pack of white rectangles of cardboard cards with poorly drawn imitations of the artwork shown on the deck of many more things all bound together by a metal ring
when you are attuned to the deck you can take a magic action to draw a number of cards equal to your spellcasting ability modifier and keep one of the ones you draw, after the action the rest of the unclaimed cards go back to the deck and after that you can choose to use the card immediately or hold onto it to use later as a bonus action on subsequent turns. if you draw a card that casts a spell the spell is cast at a level equal to half your highest spell slot level rounded down, if you don't have a high enough spell slot to cast a spell you lose the card and get to draw a new one, you draw one card and use the new card, if the new card is a spell card you cant use you continue to discard and draw until you're capable of using the card. additionally you yourself don't need to take the effect of the card instead imparting the effect onto a creature within 60 feet of you. any card you use is expended and sent back to the deck if you are holding a card and you roll it again you reroll
if you or your DM owns one you may use a physical deck of many more things if not you can roll on the table provided
| d100 | Card |
|---|---|
| 01 | Aberration |
| 02 | Balance* |
| 03 | Beast |
| 04 | Book |
| 05 | Bridge |
| 06 | Campfire |
| 07 | Cavern |
| 08 | Celestial |
| 09 | Comet* |
| 10 | Construct |
| 11 | Corpse |
| 12 | Crossroads |
| 13 | Donjon* |
| 14 | Door |
| 15 | Dragon |
| 16 | Elemental |
| 17 | Euryale* |
| 18 | Expert |
| 19 | Fates* |
| 20 | Fey |
| 21 | Fiend |
| 22 | Flames* |
| 23 | Fool* |
| 24 | Gem* |
| 25 | Giant |
| 26 | Humanoid |
| 27 | Jester* |
| 28 | Key* |
| 29 | Knight* |
| 30 | Lance |
| 31 | Mage |
| 32 | Map |
| 33 | Maze |
| 34 | Mine |
| 35 | Monstrosity |
| 36 | Moon* |
| 37 | Ooze |
| 38 | Path |
| 39 | Pit |
| 40 | Plant |
| 41 | Priest |
| 42 | Prisoner |
| 43 | Puzzle* |
| 44 | Ring |
| 45 | Rogue* |
| 46 | Ruin* |
| 47 | Sage* |
| 48 | Shield |
| 49 | Ship |
| 50 | Skull* |
| 51 | Staff |
| 52 | Stairway |
| 53 | Star* |
| 54 | Statue |
| 55 | Sun* |
| 56 | Talons* |
| 57 | Tavern |
| 58 | Temple |
| 59 | Throne* |
| 60 | Tomb |
| 61 | Tower |
| 62 | Tree |
| 63 | Undead |
| 64 | Void* |
| 65 | Warrior |
| 66 | Well |
| 67-00 | Roll Again |
aberration: you cast the summon aberration spell without needing to concentrate
balance: you can use this card to attempt to charm a creature within range, the target must make a saving throw against your spell save dc and is charmed for one minuet turning them into an ally for the duration
beast: claws extend from targets nails and their skin thickens into a hide for one minuet, upon activation the targets unarmed strikes change to dealing 1d6 slashing damage and they gain a bonus to their ac equal to their constitution modifier provided they aren't wearing armor
book: for ten minuets you can understand all languages being spoken around you
bridge: you can attach this card to a target and the next time they are forced to make a saving throw they get advantage because time slows around them allowing them to better react
campfire: you gain back one your highest level expended spell slots or you regain the use of a class ability of your choice
cavern: you cast the spider climb spell and don't have to hold concentration on it for its duration
celestial: you gain a flying speed equal to your movement speed for one minuet
comet: you cast Melf's minuet meteors without the needing to concentrate
construct: you cast summon construct without needing to concentrate
corpse: you cast inflict wounds when the card is activated
crossroads: roll a d 20 then select a target, if the d20 is even the target take 2d10 necrotic damage if the roll is odd the target is healed by 2d10 instead
donjon: the target of this card must make a strength saving throw against your spell save dc or be restrained in a magical sphere until they succeed the save
door: you can teleport a target up to thirty feet from their current position to a point you can see
dragon: you can cast summon draconic spirit without needing to concentrate
elemental: you gain resistance to one of the following damage types for one minuet: acid, cold, fire, lightning, thunder
Euryale: the target of this card has a minus 2d4 to their next roll
expert: the target has advantage on the next dexterity based roll they make
fates: the target of this card can use it to force a success on a roll or force an enemy to fail a roll as a reaction
fey: you can cast summon fey without needing to concentrate
fiend: you cast summon fiend without needing to concentrate
flames: you can wreath a target in hellfire they must made a dexterity saving throw or be covered in flames and take 1d4 fire plus 1d4 necrotic damage at the start of each of their turns for the next minuet
fool: the target of this card must make a charisma saving throw or lose one ability of your choice for on minuet
gem: you gain a gemstone of your choice from this list: ruby (fire), diamond(cold), lapis lazuli(lightning), emerald(acid), tigers eye(thunder) you or an ally can attach one of these gems to a weapon and it deals and addition 1d4 of the associated damage type for one minuet at which point the gem crumbles away to dust
giant: your target increases by one size category for one minuet
humanoid: you can draw an additional card and keep it for the turn
jester: you can select two cards from your draw rather than one, this card doesn't need to be activated
key: your targets weapon gains a modifier for one minuet levels 1-5 are +1, 6-15 are +2 and 16 beyond is +3, these bonus stack with already existing modifiers
knight: your target gains a one time use action surge for one minuet if its not used it is wasted
lance: your target gains +2d4 to the next roll they make
mage: your target can cast one cantrip of their choice once
map: your target gets a sense of all energies around you and where they are for one minuet
maze: your target must succeed on a constitution saving throw against you spell save dc or be hit with a wave of lethargy making them unable to move until the start of your next turn
mine: you target needs to make a wisdom saving throw against you spell save dc or be stunned as abundant riches fill their thoughts, this effect lasts for one minuet or until they are hit or someone spends an action to wake them from their stouper
monstrosity: you cast summon beast without needing to concentrate
moon: you can cast any spell at or below you current highest level spell slot once
ooze: your target is covered in a gelatinous slime that slows them down by half for one minuet if they fail a dexterity saving throw against your spell save dc
path: you cast expeditious retreat on your target without needing to concentrate
pit: your target must make a dexterity saving throw against your spell save dc or be launched 1d4x10 feet into the air and falling immediately afterward
plant: plants sprout around your target and they can use them to attack, these plants have the stats of a whip and last for one minuet
priest: your target gains advantage in the next wisdom related roll they make
prisoner: magical shackles appear around the wrists and ankles of your target and they must make a strength saving throw against you spell save dc or be restrained until they succeed
puzzle: reduced the next intelligence related roll the target makes by 1d4+1 and allows you to draw an additional card but you cant play it immediately
ring: your target gains the effect of an uncommon magic ring for one minuet
rogue: your target gains one sneak attack charge as strong as one at half your player level
ruin: your target loses all weapons and armor for one minuet at the end of which the equipment reappears on them
sage: your target can ask the DM one question, the answer can be vague but must be honest
shield: your targets gains 3 ac for one minuet
ship: your target gains expertise in its attack rolls until the start of your next turn
skull: you cast summon undead without needing to concentrate
staff: your target gains the abilities of an uncommon magic staff for one minuet
stairway: you draw from the deck and use it immediately
star: your target gains advantage on one skill of its choice until the next time they roll that skill
statue: your target must succeed a constitution saving throw against you spell save dc or me petrified for one minuet
sun: your target gains access to the effects of an uncommon magic item of your choice for one minuet
talons: your targets nails extend into claws for one minuet giving them advantage on grapple checks
temple: your target regains a number of d6s equal to your wisdom modifier
throne: your target can choose to swap initiatives with any enemy within 60 feet of them
tomb: you can cast revivify once without expending material components this is the only card that requires expending a spell slot
tower: draw two additional cards and combine their effects
tree: your targets skin becomes rough like tree bark and it splinters any time its hit by an attack causing all creatures within 5 feet to take 3d4 pricing damage
undead: if you pulled the skull card and then play this one your undead gains heavy armor and a great sword its proficient in
void: your target must make a constitution saving throw against your spell save dc or start quickly decaying taking 2d6 necrotic damage at the start of each of its turns until it succeeds
warrior: your target gains advantaged on the next strength based roll it makes
well: your target gets to cast any cantrip it wants for one minuet
all effects of the cards were specifically designed by baffle for combat and as such have no effect outside of it, if you keep any cards active after a fight you lose the effect and they return to the deck. only one of each card can be in play at once and once used return to the deck
Notes: baffles arcane flashcards requires attunement by any class with the spell casting class feature
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