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
give this to your players and let them tell the campaighn
For anyone who wants this chaotic hell***** as a physical prop, Cultzilla has an amazing-looking pack available.
To avoid completely derailing your campaign with this item, here are some recommendations:
1. Only give this deck to a party who is at least tier 3, (levels 11-16) so as not to risk a player character becoming absurdly strong or weak by a sudden gain (or loss) of XP or items. By the time the group is around tier 3 of play everyone should have at least a few decent magic items; therefore losing or gaining a few isn't going to offset things too much or make anyone significantly stronger or weaker than anyone else, but still carries enough of a penalty to feel impactful if a bad card is drawn.
2. Only give your players this item once they have run out of other things to do. Some of the events that can occur from dealing with this item are enough to cause a whole quest in themselves, if not derail the campaign entirely. The players may not want to venture to some otherworldly plane to fight an archdevil or free a comrade when they've got wars to resolve; plagues to cure; dragons to slay; kingdoms to save; items to craft; character development to undergo; plot hooks to pursue; and other important stuff to do. Therefore making sure that the party isn't under time constraints and has no more loose ends to tie up when they receive this item will not only give the players a unique chain of events they are directly involved with to pursue at their leisure, but can give YOU (the DM) a fresh new plot hook for the players if you're having trouble thinking of something after the current storyline is resolved.
3. Modify the card effects. Be creative but be careful with this. Some of the vanilla effects of this card are enough to deter anyone from drawing from it at all. This is probably the most high-risk-high-reward item in the game, therefore many players would rather just play it safe and not use this wondrous item at all. (With good reason, several of the cards cause you to straight up lose everything or basically give you a fate worse than death.) If your players aren't willing to take such a risk, try toning down the severity of the effects (both good and bad) so you don't become Mega powerful with a good card, but your life also isn't ruined beyond repair with a bad one. Maybe make it a little easier to break out of or find someone trapped by The Void card; make Sun, Jester, or Fool give a temporary buff/debuff that lasts a few weeks/months instead of a permanent loss/gain of experience; Make all of the card effects temporary so consequences are still felt but not in a way that basically kills of the character or makes them a god. Granted these effects are less exciting and you'll have to be careful to keep it all balanced, but feel free to homebrew some of your own interesting effects as well. The point of the game is to immerse yourself in roleplaying, so anything that ties into a characters backstory will make it more engaging and inviting for the players to interact with.
The goblin, trembling, reaches into a sleeve and draws forth a battered deck of playing cards. "Stop! Stop or I start pulling! I will! I really will!" You're not certain whether he's trying to convince you or himself.
I drew a moon card and got to cast wish twice, and then one of my friends drew ruin, followed by death. Very funny, 10/10 would use again
I then used those wish spells to try and beat the main quest way before we were supposed to
Don't think my dm is happy, but I am! :)
My saboteur just made it to where our Blood Hunter drew the void during a long rest, so whole side quest. I was hoping for skull or something, not the void. Campaign unraveled.
I was playing for the first time and the DM presented me the deck of many things. I pulled a card and it was Jester of complete random, the DM showed me the wheel they spun with all the names and I just leveled up 2 times.
I just came across this in DM Guide, will be using this in current campaign....bunch of first timers and maybe 1 or 2 seasoned players...i do love the idea of chaos, though need to wait while, they are only level 5 hahaha
I really love the Deck of Many Things but I never used it entirely as intended. Firstly, I never used it till the party was higher level. Secondly, I would adjust the effects if I thought it would be too uneven for the party/player/story. And lastly, I never used the entire deck. All I would do would be to occasionally (VERY occasionally) leave a single random card among the loot/hidden in a room after a particularly mighty battle. Always face down, and often times "it wasn't there before" (meddling chaos gods can be funny that way). The party learned VERY quickly to be wary of any cards found and usually left them alone. Which was fun because sometimes they were just cards with notes that might have helped them a bit more.
In short: yea, I was kinda screwing with them but never maliciously, and never to the detriment of the campaign as a whole. But when the standard reaction gets to be "yay we won, we get gold and treasure, we're awesome" it can be good to remind them that they are still mortal and the other shoe might still drop!
I hate this deck of cards because i tried to play uno but for some reason there was a glitch and i became trapped in a suspended animation. I am still stuck here to this day.
Would not recommend. Suspended animation/10
Farmer runs into the public location, where party is relaxing. He's screaming bloody murder and is shortly followed by an avatar of Death. He found and drew the last card from a deck that had fallen to the ground, or was on a corpse etc. Let the party be heroes and defend him by attacking death.
This was the most fun I've had at a convention game in years. DM had 3d printed like 6 different versions of the avatar so when a player attacked, his was a certain mini.
Farmer runs into the public location, where party is relaxing. He's screaming bloody murder and is shortly followed by an avatar of Death. He found and drew the last card from a deck that had fallen to the ground, or was on a corpse etc. Let the party be heroes and defend him by attacking death.
This was the most fun I've had at a convention game in years. DM had 3d printed like 6 different versions of the avatar so when a player attacked, his was a certain mini.
Foe those of us DM-ing a game with milestone level up instead of XP, any suggestions for altering the XP related effects?
in our last campaign, one of the PCs drew Balance and became Chaotic Evil. It was right after a character death(mine) and the party was grieving. The next session I was approached by the DM asking if i would be okay with my dead character being resurrected. Apparently turning a grieving character to the opposite alignment means digging up your bestie. She roamed the world, eventually reuniting the group for the final battle against Tiamat
This magic item is really funny, but does have great potential for the rng gods to say f*** you, everyone dies
Every negative comment here is coping
That's the point I think. You don't introduce it unless you want to add some major chaos into the campaign.