Wondrous Item, legendary

Usually found in a box or pouch, this deck contains a number of cards made of ivory or vellum. The box holds a deck of twenty-two cards. 

Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly (you can use an altered deck of playing cards to simulate the deck). Any cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous draw. If you fail to draw the chosen number, the remaining number of cards fly from the deck on their own and take effect all at once.

PLAYING CARD

CARD

Ace of diamonds

Miser

King of diamonds

Purify

Queen of diamonds

Elder

Jack of diamonds

Wizard Protection

Two of diamonds

The Fates

Ace of hearts

Polymerize

King of hearts

Hold

Queen of hearts

Merchants Chest

Jack of hearts

Knight

Two of hearts

Coin

Ace of clubs

Twins

King of clubs

The Void

Queen of clubs

Doppelganger

Jack of clubs

Wild Magic

Two of clubs

Mute

Ace of spades

Phantom

King of spades

Ruin

Queen of spades

Sickness

Jack of spades

Marked

Two of spades

Split

Joker (with TM)

Foolish Jester

Joker (without TM)

Skillful Bard

 

Split. You feel a danger, a darkness, a different side of you forming. Soon you realize what happened. Every now and then, however not too often, your Hyde comes out and takes over. Your Hyde is the exact opposite and lasts for short bursts at a time. This effect is permanent unless you can fix it with some form of psionic or mind power.

Twins. Two monsters appear about 60 ft. from you and they both come charging towards you. The two monsters must be the exact same and have to both have a CR rating that equals yours or less. At the GM’s discretion, one of the two twins wields a wondrous item and if you kill that creature you may obtain it, however, if you end up bringing anyone besides yourself in the fight the wondrous item will disintegrate. The only exception is if you have a knight gifted to you by the deck.

Phantom. When you draw this card you feel your soul leave your body. You get stuck in the astral plane and the card you drew magically shows your face among the many souls depicted on the card. You are tied to the card and the only way to get you out is if someone is able to reel your body from the plane either through astral projection or through some form of divine power that allows someone to save you. Also any ghost like creatures and spirits can see you (i.e. Aasimar) and therefore attack and communicate with you.

Sick. Your body begins to feel weaker and you feel something come over you. You gain a vulnerability of the GM’s discretion

The Fates. Reality's fabric unravels and spins anew, allowing you to avoid one event as if it never happened. You can use the card's magic at any time before you die, but can only be used for events after you draw the card.

Doppelganger. A magic man appears randomly in your world whose physical appearances resemble that of you, but he acts only in ways of evil. The doppelganger goes around creating mischief and sullying your name across the realm. At your Gm’s discretion some towns you enter the people will have already been acquainted with you. Your doppelganger will have already come and ruined your name in the town and made you an outcast. The only way to get rid of the doppelganger is to find him and kill him. The doppelganger will have the exact same stats that you did when you drew this card. That means weapons and everything.

Skillful Bard. A level 4 human bard joins your party and remains with you for a month.

Coin. Your coffers feel heavier. You magically receive 100 gp, in any form of currency the GM chooses.

Mute. You feel your throat and tongue begin to stricken as your speech begins to cease. You realize you cannot speak, no matter how hard you try. This effect lasts an entire month. You also can't learn sign language, or write for the time.

Foolish Jester. A court jester appears and “serenades” you with harsh out of tune music and horrible jokes and rhymes for a week, and then he disappears with a proper farewell.

Merchants Chest. Three chests appear but you have only one key. Each chest contains a different gift, but one of the chests contains a cursed object. One chest contains 300 gp filled, the next chest contains an array of Mithril Gear, and the third chest contains a ring called “The Ring of The Failed Knight”. Check the Ring of the Failed Knight for effects.

Knight. You gain the service of a 5th level fighter appears in a space you choose within 30 feet of you. The fighter is of the same race as you and serves you loyally until death, believing the fates have drawn him or her to you. You control this character.

Elder. You are granted the ability to cast the Eldritch Blast spell 1d6 times using no spell slots.

Marked. You become marked among bounty hunters and until you can somehow clear your name, you will be hunted by skilled bounty hunters at your GM’s discretion

Ruin. One of your homes if any are owned becomes demolished and sieged of all possessions.

Wild Magic. The card surges with a large burst of magic the GM rolls a d20 and whatever the dive rolls determines your fate. The roll is according to the table below.

 

Spell list (d20)

Explosion (6d10)

Black Tentacles

Conjure Minor Elemental (against you)

Hideous Laughter (no save, 10 minutes)

Eyebite

Entangle (DC 20)

Chain Lightning (5d8)

Otto’s Irresistible Dance

Vicious Mockery

Prestidigitation

Light

Bag of Goodberry’s (20)

Eagle Splendor (all day)

Remove Curse

Haste (all day)

Bear's Endurance (all day)

Heroes Feast

Mass Heal

Foresight (Instant)

 

Wizards Protection. You receive one rare piece of Armor.

Purify. A bright light shines on you and your items and purifies everything you own taking any and all curses off or negative affects you have.

Polymerize. Your body begins to change & morph. One part of your body transforms into that of another creature granting you new abilities. Use the table below to choose.

TRAIT (d6)

BOOST

Claws

1d8 Unarmed Strike, Climbing Speed 30 ft., Grapple Damage

Eyes

Darkvision 60 ft./+30 ft., True Sight

Tail

Extra "Hand", 1d4, Trip

Teeth

1d6, Bleeding

Legs

Speed +10 ft., Jump=Walking Speed

Skin

HP +10, Natural Armor 10 + Dex + Str

 

Hold. Your deeds and titles grow. You realize eventually that you have been given a free year of rent on any 1 piece of property/land you own, or if you don't already have one, a king in any realm or place the GM decides grants a steadfast for free.

Miser. The player receives a shiny coin. The coin shows symbols of gems and items galore. This coin can be used at any time to cut your total purchase down in half. It is a universal coin known among traders so it is virtually accepted almost anywhere.

The Void. A slightly weak void manifests and starts attempting to pull in your items. Make a Dexterity (acrobatics) check and see how much of your stuff gets sucked into the void. (1=everything, 2-5=non-magical items, 6-10=weapons 11-15=non-magical weapons, 16-19=miscellaneous items (i.e. backpacks, arrows, not weapons or armor), 20=nothing)

Notes: Utility, Consumable

Item Tags: Utility Consumable

BrunedorTheTerrible

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