Usually found in a box or pouch, this deck contains a number of cards made of papyrus or tree leaves. Most (75 percent) of these decks have only four cards, but the rest have eight.
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.
Three of Diamonds / Ghost*. Your body loses grip on the laws of the planes of existence, causing it to make less effect on it. Add your proficiency bonus to stealth regardless of proficiency in it and subtract 1d4 from all attack rolls for 1d4 days, you also appear 10-20% transparent.
Four of Diamonds / Love. You become gullible, deceivable and over trusting, allowing others to use you more easily. You gain the desire to find true love, perceive all humanoids as more attractive than previously, have disadvantage on insight checks and saving throws against being charmed and lose 1d4 intelligence, wisdom and charisma ability scores for 1d12 hours.
Three of Hearts / Fear*. You lose all sense of bravery, becoming weak and frail. You are frightened of any hostile creature of a challenge rating above your proficiency bonus within sight, you lose 1d8 wisdom and charisma for 1d12 hours.
Four of Hearts / Hope. You gain a sense of hope for the better, granting you strength. You gain an inspiration die every 1d4 hours and gain the lucky trait for the next 1d4 days.
Three of Clubs / Body*. Your body is restored and empowered, granting you good health. You heal 12d8 hit points, are cured of all conditions and gain a +1 bonus to all ability scores for 1d4 days.
Four of Clubs / Feast. Your stomach yearns for food, causing you to think of little else. You require double rations to survive and cannot become full, your primary goal is to eat and you have disadvantage on Wisdom (Perception) checks to detect things other than food or possible sources of food for 1d4 days.
Three of Spades / Tunnel*. You and your allies plunge into darkness. A 30 foot radius, 30 foot deep cylindrical hole appears, and flying is disabled within the hole. There is a 50x50 feet dungeon at the bottom of the hole filled with 1d6 creatures (animated armor, bugbear, ghoul, specter and/or any CR 1 creature.) and 1 common or uncommon magic item. The creatures are silhouettes and lose all alignment traits, becoming hostile to the creatures affected by the card. After all creatures are defeated, the dungeon and it's entrances disappear and all creatures and objects inside teleport to their positions upon the drawing of the card.
Four of Spades / Strength. You become a stronger form, granting you higher power. Your size increases by 1, you gain a +2 bonus to your AC and you gain 1d4 strength, dexterity and constitution for 1d12 hours.
* Found only in a deck with eight cards.
Comments