This box contains a set of parchment cards. A full deck has 34 cards. The back of each cards has the fates - Maiden, Matron and Chrone again a background which changes as the card it tilted from A vine wrapped Seed, a Skull woven of multi colored threads and an Antquire copper Hourglass suspended in a field of stars. The cards compose a standard tarot deck and can be used as normal cards but will return to their box at midnight
The deck has magical properties which can be used by the owner. The item can be attuned by keeping it for 72 hours. It has 20 charges that invoke the Fates. The deck regains one charge per day.
1 charge can be use to gain Inspiration - the user forgets the content of the reading until choosing to make a roll at advantage or reroll a missed roll. As a side effect the user gets a perception roll at advantage when using the Inspiration to gain a complete user standing of the present situation.
5 charges can be expended to rewrite the threads of fate - changing the result of one action in the last 10 minutes. The result of the change is determined by The Fates but will usually be beneficial.
10 charges can be expended to make a change in the past fortnight.
20 charges can be expended to change any event in history. This will cost the users life.
There is a 5% chance per charge remaining in the deck that the user remains living (Roll a d20. Any roll below the changes that have been expended will end the users life)
The survival roll may be made at Advantage if the user takes 5 minutes to lay out and examine the cards. The survival roll may be made a disadvantage when using the deck instantaneously as a reaction in combat
e.g Ivy slowly lays out the card to gain an Inspiration from a fully charged deck - two rolls of 1 on a d20 cause Amy to cease breathing and stop her heart.
Users killed by The Fates May be revived by any healing spell or healer skill with a successful constitution roll at any time within 5 minutes of their demise.
e.g the paladin lays hands on Ivy and her heart starts again. Ivy remains at 0 hit points until after a long rest due to the trauma.
Instantaneous use of the deck appears to stop time for the user while the cards are dealt and examined and grants a perception roll at advantage for the current situation
Notes: carry the deck for 72 hours, Utility, Deception, Consumable
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