Usually found in a box or pouch, this deck contains a number of cards made of ivory or vellum. Most (75 percent) of these decks have only thirteen cards, but the rest have twenty-two.
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.
Once a card is drawn, it fades from existence. Unless the card is the Fool or the Jester, the card reappears in the deck, making it possible to draw the same card twice.
Playing Card | Card |
---|---|
Ace of diamonds | Vizier* |
King of diamonds | Sun |
Queen of diamonds | Moon |
Jack of diamonds | Star |
Two of diamonds | Comet* |
Ace of hearts | The Fates* |
King of hearts | Throne |
Queen of hearts | Key |
Jack of hearts | Knight |
Two of hearts | Gem* |
Ace of clubs | Talons* |
King of clubs | The Void |
Queen of clubs | Flames |
Jack of clubs | Skull |
Two of clubs | Idiot* |
Ace of spades | Donjon* |
King of spades | Ruin |
Queen of spades | Euryale |
Jack of spades | Rogue |
Two of spades | Balance* |
Joker (with TM) | Fool* |
Joker (without TM) | Jester |
* Found only in a deck with twenty-two cards
Balance. Your mind suffers a wrenching alteration, causing your alignment to change. Lawful becomes chaotic, good becomes evil, and vice versa. If you are true neutral or unaligned, this card has no effect on you.
Comet. If you single-handedly defeat the next hostile monster or group of monsters you encounter, you gain experience points enough to gain one level. Otherwise, this card has no effect.
Donjon. You disappear and become entombed in a state of suspended animation in an extradimensional sphere. 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 draw no more cards.
Euryale. The card's medusa-like visage curses you. You take a −2 penalty on saving throws while cursed in this way. Only a god or the magic of The Fates card can end this curse.
The Fates. Reality's fabric unravels and spins anew, allowing you to avoid or erase one event as if it never happened. You can use the card's magic as soon as you draw the card or at any other time before you die.
Flames. A powerful devil becomes your enemy. The devil seeks your ruin and plagues your life, savoring your suffering before attempting to slay you. This enmity lasts until either you or the devil dies.
Fool. You lose 10,000 XP, discard this card, and draw from the deck again, counting both draws as one of your declared draws. If losing that much XP would cause you to lose a level, you instead lose an amount that leaves you with just enough XP to keep your level.
Gem. Twenty-five pieces of jewelry worth 2,000 gp each or fifty gems worth 1,000 gp each appear at your feet.
Idiot. Permanently reduce your Intelligence by 1d4 + 1 (to a minimum score of 1). You can draw one additional card beyond your declared draws.
Jester. You gain 10,000 XP, or you can draw two additional cards beyond your declared draws.
Key. A rare or rarer magic weapon with which you are proficient appears in your hands. The GM chooses the weapon.
Knight. You gain the service of a 4th-level fighter who 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.
Moon. You are granted the ability to cast the wish spell 1d3 times.
Rogue. A nonplayer character of the GM's choice becomes hostile toward you. The identity of your new enemy isn't known until the NPC or someone else reveals it. Nothing less than a wish spell or divine intervention can end the NPC's hostility toward you.
Ruin. All forms of wealth that you carry or own, other than magic items, are lost to you. Portable property vanishes. Businesses, buildings, and land you own are lost in a way that alters reality the least. Any documentation that proves you should own something lost to this card also disappears.
Skull. You summon an avatar of death--a ghostly humanoid skeleton clad in a tattered black robe and carrying a spectral scythe. It appears in a space of the GM's choice within 10 feet of you and attacks you, warning all others that you must win the battle alone. The avatar fights until you die or it drops to 0 hit points, whereupon it disappears. If anyone tries to help you, the helper summons its own avatar of death. A creature slain by an avatar of death can't be restored to life.
Avatar of Death
Medium undead, neutral evil
Armor Class 20
Hit Points half the hit point maximum of its summoner
Speed 60 ft., fly 60 ft. (hover)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 16 (+3) | 16 (+3) | 16 (+3) | 16 (+3) | 16 (+3) |
Damage Immunities necrotic, poison
Condition Immunities charmed, frightened, paralyzed, petrified, poisoned, unconscious
Senses darkvision 60 ft., truesight 60 ft., passive Perception 13
Languages all languages known to its summoner
Challenge -- (0 XP)
Incorporeal Movement. The avatar can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Turning Immunity. The avatar is immune to features that turn undead.
Actions
Reaping Scythe. The avatar sweeps its spectral scythe through a creature within 5 feet of it, dealing 7 (1d8 + 3) slashing damage plus 4 (1d8) necrotic damage.
Star. Increase one of your ability scores by 2. The score can exceed 20 but can't exceed 24.
Sun. You gain 50,000 XP, and a wondrous item (which the GM determines randomly) appears in your hands.
Talons. Every magic item you wear or carry disintegrates. Artifacts in your possession aren't destroyed but do vanish.
Throne. You gain proficiency in the Persuasion skill, and you double your proficiency bonus on checks made with that skill. In addition, you gain rightful ownership of a small keep somewhere in the world. However, the keep is currently in the hands of monsters, which you must clear out before you can claim the keep as yours.
Vizier. At any time you choose within one year of drawing this card, you can ask a question in meditation and mentally receive a truthful answer to that question. Besides information, the answer helps you solve a puzzling problem or other dilemma. In other words, the knowledge comes with wisdom on how to apply it.
The Void. This black card spells disaster. Your soul is drawn from your body and contained in an object in a place of the GM's choice. One or more powerful beings guard the place. While your soul is trapped in this way, your body is incapacitated. A wish spell can't restore your soul, but the spell reveals the location of the object that holds it. You draw no more cards.
A QUESTION OF ENMITY
Two of the cards in a deck of many things can earn a character the enmity of another being. With the Flames card, the enmity is overt. The character should experience the devil’s malevolent efforts on multiple occasions. Seeking out the fiend shouldn’t be a simple task, and the adventurer should clash with the devil’s allies and followers a few times before being able to confront the devil itself.
Notes: Utility, Consumable
phfff my campaign cant get any worse....
I think that chaos and randomness are good for campaigns. Plus, there is nothing that a Deck of Many Things can do that regular PCs either can't do or haven't tried before. Half of the deck's effects are easily mitigated or don't matter to a mid level or higher party. Since the game is deeply biased in the players' favor anyway, giving them more magic items doesn't actually change anything other than giving them cool toys to play with. Some the deck just provide more storytelling hooks. In my opinion, the only cards that are actually reasonably troublesome include: Donjon, Fates, Talons, and Void. All of these can even be tweaked slightly to make them more manageable even. Have Donjon affect someone close to the PC. Fates isn't really problematic, but it is challenging for the DM to alter the narrative, depending on what the PC wishes to alter. Talons is easy to deal with, just have the PC find or buy a new magic item or two; but it will greatly depower them until that happens. Void can be solved with the aforementioned Donjon solution. Void is actually a fantastic way to deal with a PC that has to miss a few game sessions. The other PCs can go rescue them. My opinions derive from earlier editions, and the belief that not everything that happens to the PCs should be good. They should get screwed over a few times for good measure. So, basically, the Deck is a great tool to get your players more into the game. Fear not the Deck of Many Things.
My best encounter idea ever: a fortune teller stand (to be located anywhere) that for the right price won't predict your future, but change it by letting you draw from the deck of many things.The stand has a large sign proclaiming possible benifits, characters with a passive perception of 12 or higher notice the list of "possible side effects" in small print below.
Also, someone asked about price of the deck. Technically should be over 50,000 gp, but probably cheaper because of its... possible side effects.
Must draw within 1 hour ?
What I did for the DnD campaign that I DM is I made a sort of gambling game by tweaking the rules of the deck a little, where the IRL skills of the players are put to the test. I used an IRL deck of cards to act as a supplement, then the players each draw one card and put it on their heads, but without looking at their own card. Then, knowing the rest of the players' cards, they place bets, which can range from magical items, gold, rubies, years in service to one another, and the like. There are three rounds of gambling, during which players can bet whatever they like, but the next person either has to bet something of similar value or greater. On a player's turn, they can also, instead of betting, forfeit, making it so that they cannot get anything from the pot, but their card does not take effect. The best way to do it is by playing the game IRL with the supplement, but the consequences, bets, and punishments are in-game.
I had a player assault a shopkeep and steal a weapon in Waterdeep. His trial is coming up next session. The IRL player is one of my flaky players so I don't want to just sentence his character to a tenday of labor as I am afraid he will just abandon the game. I am thinking that after the likely guilty verdict is rendered, the Magister asks the victim if he would like to invoke the ancient "Rite of Fate" and the victim allows it. If accepted, the guilty party must draw one card from this deck per tenday sentenced. If they do, the sentence is commuted...if they survive.
Bruh
A word of advice based on what I'm doing to this item in my campaign: to prevent it from being abused, I instituted a rule for the Deck from 3.5e, where once you reach your declared draws you can never draw from that deck again. People have to decide carefully how many cards they want to draw, because they only get the one chance; it adds some nice tension to their decision to use the deck, and prevents characters from using it flippantly. So far it's working out for me.
I also gave my players a very clear warning about what the deck might be able to do (no specifics, only generalizations) to instill in them a sense of how they would be taking a gamble with this item. It's worked, with some players refusing to draw at all, while others decided to gamble and risk it. On top of that, because of the single use nature of the deck, some players are saving their draw until they really need it.
Played a campaign once as a rough with 20 DEX: got the star card, you can guess what I did...
So, one idea I had for incorporating the deck is that it's in the possession of some kind of traveling mystic that the party encounters and they charge X number of gold per draw of the cards, make up whatever reason you want as to why they can't just kill him and take the cards for themselves if you want or have those kinds of players.
I feel like this adds a bit of flavor to them other than just being an item they carry around.
If they try to kill them, well they have a deck of many things, there probably an archmage at least, and possibly an archfey,, diety of some other supernatural being.
I think that a good way to deal with the DoMT is making no random draw but letting the DM decide which card(s) had been drawn.
according to the angry gym, a legendary item should cost about 500,000 Gold.
as for the high magic level user/collector, that's up to your DM.
hope you enjoy your 2 year late response.
the notes section and / or clicking on INT and using the overide score or other modifier.
hope you enjoy the year-late-response
I burnt my deck after drawing rogue twice, talons and fool once and my best friend drew the void. I unwillingly found another pack ten minutes later in the same dungeon, guarded by a Tarrasque that I had slayed myself a week earlier, and had been brought to life by a necromancer. I killed the tarrasque, but the necromancer appeared and charmed me, making me draw a card.
I drew the void.
I hate my DM
So A question about the Skull Card, as I have searched High and low for such a ruling, and found None. The Party Druid (Circle of Shepard) Draws the Skull card and has to fight Death. Between Items that become creatures, the Spell "Conjure Animals", and an Animal Companion. Which of these would (if any) trigger additional Avatars of Death to appear, keep in mind no other PCs are interfering.
If you draw the flame card and die but someone resurrects you will the devil return?
This just happen to me as well, but the RAW "This enmity lasts until either you or the devil dies." So you should be fine afterward, of course it would be an interesting story hook for the devil, who "seeks your ruin and plagues your life, savoring your suffering" might not feel that their job is done if your are simply revived afterward.
DM just gave a full deck to our level 4 party. I am considering a pull, as it could level me up 5-6 times, grant me wishes, or just outright kill me. The deck is now a time bomb
If you draw the talons card, does the deck of many things disintegrate, because it's a magic item.