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
I want to play a campaign as the fighter from the Knight card. It'd be interesting if my only backstory was that I popped into existence to protect a person who drew the Knight card. They could be another player in the party or someone who had died and then I went off on my own.
I plan to make a custom 54-card deck of many things, trying to make it not as broken as this. Ill update on how that goes soon and how it runs in the campaign, if it goes well I'll post it as a homebrew for people to use :)
I got to draw 3 cards...got flames, rogue and talons as my 3 cards, life hates me 😅
Need some input (I have an Idea on what I'm going to do as DM). What happens in this scenario? Player has no idea he is messing with a FULL Deck:
"Clive frowns and picks up the deck of cards . He takes them out of the pack , inspects them , silently shuffles them on the dining room table , and suddenly flips them in the air over the table and onto the floor . “
I'd say the cards take effect in the order they hit the ground, so up to the DM. Don't think it really matters, in the end Clive is gonna end up in the freaking void anyway lol
O this will be a fun addition to my campaign :)
rip gillion tidestrider, champion of the undersea, hero of the sea, the one, singer / songwriter on Hole in your Heart by Gillion and the Tidestriders, knighter of Julian that one time, defenestrator of the adulterous, liberatir of loffinlot, driplord, beater of ass, eater of grass. You will be missed
This history of the cards and their creation is actually really interesting.
The Deck also makes the game really fun if the campaign is the Deck of Many things.
Who created them?
Why?
Do these cards threaten the very fabric of reality and the universe if they fall into the wrong hands?
Be creative!
If this is going to be used, where should it show up in the adventure? Also, should the deck just disappear after a selection is made and takes effect? Can you limit it to one draw only?
- RedVenomDragon -
If you're going to DM with this item, change how it works. Add your own cards. remove certain cards. Don't just let it destroy your campaign.
I'm gonna take that advice and switch Avatar Of Death to Infinite Madness, Fool to Short term, Donjon to long term.
What if someone tricks or otherwise commands / forces someone to pick cards from this? Possible?
It doesn't have to be bad. I am running a campaign with this and the players decided to draw a bunch of cards. One got most of the good cards and one got the void. It is a two-player campaign, so I will let the surviving player get the night, and the one who was "voided" will get to play it. Then I will have another npc join the party, who is secretly the one from the "Rogue" card. They will have to clear a dungeon together. It has been a good addition to the campaign overall.
if you see this run away
where can you buy the cards that are shown at the top?
I actually did that, look: https://www.dndbeyond.com/magic-items/5992156-deck-of-destiny
For simplicity, I didn't give every suit card their own effect. Also, if one plays with this or the original, consider it more of a MacGuffin, a plot item.
OK, lots of doom and gloom here.Let's assume you had a 23 card deck and your party pulled all the cards. A lot of good stuff happens and a lot of bad stuff happens that are not that bi g of a deal and create quest lines and RP fun. Now Let's take the negative cards. Most create quests and have role play value. Of them all there are three that are really bad.
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 wishspell can reveal the location of your prison. You draw no more cards.
Fixable with Fates and quest opens up with Wish. Player can run the Knight card fighter until they save their character.
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.
Fixable with Fates card and quest line opens with wish. Also, does not say your character disappeared. It just loses its soul, so you can be a part of the quest. Quest idea, you are approached by a rich who phylactery disappeared with you in it and needs it back. options, options, options.
Idiot. Permanently reduce your Intelligence by 1d4 + 1 (to a minimum score of 1). You can draw one additional card beyond your declared draws.
Only really bad for Intelligence stat driven character. it sucks but you can live with it.
Also, someone has 1D3 wishes to fix all of this. From a meta gaming point of view you just have to make sure whoever gets the fates and the moon card do not get to draw any more cards because they have the fixes for the bad ones.
Everything else is survivable and can be made a quest or some other interesting RP
The Sun card can throw things off because someone level us quite a bit. This can be offset with madness trying to process that much knowledge and experience all at once or you can talk to the player and make them realize they cannot take the limelight every time and should RP a bit of confusion and forgot they could do stuff so they don't ruin the game for the other players by dominating every encounter.
In reality the success or failure of introducing this to a campaign comes down to the maturity level of the party. If you have murder hobo power gamers the game is tough enough anyway, do not use this. If you have good RP- non-meta gamers then this item could be really fun. Around level 8 to 12 would be a blast and open up cool quest lines from finding the missing PC to attacks by devil cultists to a surprise "You had a friend who now hates you" story arc and also clearing out your new keep.
Good players make all the difference. Like everyone else, this is just my opinion. I do not believe any "item" can unravel a campaign. Only the players can do that with how they play. The old "This is what my player would do" trope is stupid if it ruins a campaign. That is just a bad player.
Good luck, play well, have fun and may the dice always be in your favor.
question. if a player pulls The Void card.... what would happen to their body? like would it start to decay like a dead person or would it stay in suspended animation forever? like say a party member was the last and pulled it out of desperation and POOF.... could another band of adventures come across the body like 100 years later and they would still be there?
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.
MOON IS OP 10/10
PS; i'm a player. ;]