Wondrous Item, varies

Fair is foul, and foul is fair. – Behold! The Cards of the Gods!
Sparkrender, Master of Stormwreck Isle

Usually found in a box of ivory carved with or a leather sleeve embossed with the mark of two opposing deities, this deck resembling a harmless Tarot/Tarocca game contains 22 cards made of cloisonné silver. Some decks (40%) additionally contain 56 cards made of ivory. The Cloisonné cards are called Arcana, and the additional cards are called Suits. A deck containing only the Arcana is a Legendary magical item, while the full deck is a non-sentient Artifact. The Deck of Destiny can only be destroyed if it is complete, and it can only be destroyed by the gods whose marks are on the box or sleeve together. If the box/sleeve only contains the Arcana, the rest of the Deck has been scattered all over the world.

Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly. 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.
The effect of the card drawn depends on if you draw the card upright or reversed.

Once a card is drawn, it fades from existence and reappears in the deck, making it possible to draw the same card twice. If not stated otherwise, any of the cards’ effects may be cancelled by the effect of Card № 20 Judgement, the Wish spell, the True Wish ritual, and Divine Intervention.

You may represent the deck with a Rider-Waite-Smith Tarot deck, the Dungeons & Dragons Tarot deck or use a coin (in a deck with all 78 cards) and dice. If using the latter, flip a coin to determine if you have drawn an Arcana (heads) or a Suit (tails), and flip it again to establish if it was drawn upright or reversed.
For Arcana, first, roll 1d20. If the roll is lower than 20, select the card effect in accordance with the result minus 1. If the result of the roll is 20, roll 1d3 additionally; select the card effect in accordance with the result minus 1.
For Suit, first, roll 1d4 to determine the element/suit played, then roll 1d4+1d10 to define the exact card drawn.

If you have cast Scrying, Find the Path, True Seeing or Foresight or someone has cast it on you before drawing from the deck, you may make a Wisdom saving throw if the card was drawn reversed. If successful, the card was never drawn, and you draw the next card instead. If you roll a NAT20, consider the card to have been drawn upright.

 Arcana Cards

If no effect is stated in a column, invert the stated effect of the card when drawn inverted.

Number

Name

Upright

Reversed

0

The Fool

You and your party gain one level, or you can draw two additional cards beyond your declared draws.

You and your party lose one level, unless you have more declared draws; sacrifice your draws to stop the Reversed effect.

1

The Mage

You gain proficiency in the [Tooltip Not Found], and you double your proficiency bonus on checks made with that skill. In addition, you gain rightful ownership of a keep in a place of your choice.

If you do not own a keep or have a declared home base, this card has no effect. Otherwise, the keep is suddenly overrun/besieged with monsters, or you are evicted from your base in disgrace.

2

The High Priestess

You gain proficiency in the Investigation ability, and you double your proficiency bonus on checks made with that skill.

For the next month, all Investigation skill checks have Disadvantage.

3

The Empress

Your Wisdom score increases by 2 (the score can exceed 20 but cannot exceed 24), and you gain the Linguist feat. The languages gained by the feat must be on the list below.

  • Abyssal
  • Celestial
  • Draconic
  • Deep Speech
  • Infernal
  • Primordial
  • Sylvan
  • Undercommon

Your Wisdom score increases by 2 (the score can exceed 20 but cannot exceed 24).

4

The Emperor

 

Your Constitution Score increases by 2 (the score can exceed 20 but cannot exceed 24).

5

The Hierophant

You gain the Alert feat.

You gain the Dungeon Delver feat.

6

The Lovers

You gain the Actor feat.

You gain the Skilled feat.

7

The Chariot

A very rare or rarer magic weapon with which you are proficient appears in your hands. The GM chooses the weapon.

A very rare or rarer magic armour with which you are proficient appears in your hands. The GM chooses the armour.

8

Strength

You gain one sidekick. The sidekick is the same race as you (except if you are a dragon – then the sidekick is a Dragonborn of your colour), of the Warrior class, loyal to you and is the same level as you.

You gain the Weapon Master feat.

9

The Hermit

A statuette of the Hermit appears. At any time that you choose after drawing this card, you can ask it 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. After your question was answered, the statuette vanishes.

A nonplayer character of the GM's choice becomes hostile toward you. The identity of your new enemy is not known until the NPC or someone else reveals it. Only the methods that are able to cancel out the magics of the Deck as mentioned above can end the NPC's hostility toward you.

10

Wheel of Fortune

You gain one beneficial Wondrous item of Very Rare or rarer quality.

All magical items you own, excluding those attuned to you, vanish and appear in the possession of your worst enemy. However, if you possess the entire Deck of Divine Arcana, it will return to you on the next morning.

11

Justice

You gain the ability to change the alignment of one hostile being via the Curse of Change Alignment (see Reversed). However, you roll 1d6; the alignments 7-9 are not included.

Curse of Change Alignment: Roll 1d10. If you roll 0/10, nothing happens. Otherwise, your alignment changes with the roll.

  • 1: Lawful Good
  •  2: Neutral Good
  • 3: Chaotic Good
  • 4: Lawful Neutral
  • 5: True Neutral
  • 6: Chaotic Neutral
  • 7: Lawful Evil
  • 8: Neutral Evil
  • 9: Chaotic Evil

The change in alignment may be reversed by the Atonement Spell, and any method to counter the Deck as stated above.

12

The Hanged Man

An edifice of the Hanged Man and the two Deities appears. At any time that you choose after drawing this card, you can enter meditation before it and receive a truthful vision of the future. While the vision is out of context, you gain an unconscious understanding how to turn it to your advantage. In other words, the knowledge comes with wisdom on how to apply it. After your question was answered, the edifice vanishes.

Draw another card.

13

Death, the Renewer

A magic circle of 10 ft radius appears around you, making you unapproachable. 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 the circle 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; the circle also disappears. A creature slain by an avatar of death cannot be restored to life by anything but the effect of Card № 20 Judgement, the True Wish ritual and Divine Intervention.
If you win the battle, you gain the Boon of Immortality.

You become permanently Petrified. This cannot be ended by any other method but those capable of undoing the magics of the Deck as stated above.

14

Temperance

A [Tooltip Not Found] filled with 20d100 GP or 2d6 deeds to profitable businesses appears in your hands.

You gain the ability to call Divine Intervention once.

15

The Devil

A powerful devil becomes your enemy. The devil seeks your ruin and plagues your life, savouring your suffering before attempting to slay you. This enmity lasts until either you or the devil dies. If you manage to defeat the devil, you gain the Boon of Invincibility.

You are struck with permanent Blindness. This cannot be ended by any other method but those capable of undoing the magics of the Deck as stated above.

16

The Tower

You and every creature in a 20ft radius around you are teleported away to a random Teleportation Circle within the world.

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 cannot be located by any divination magic, but a Wish spell can reveal the location of your prison. You draw no more cards.

17

The Star

Increase one of your ability scores by 2. The score can exceed 20 but can't exceed 24.

You gain the Telepathic feat.

18

The Moon

You gain the ability to either cast the Wish spell three times, or to cast True Wish once at 125% without the preparations or costs.

You gain the ability to cast the Wish spell once.

19

The Sun

You gain one level, and one wondrous item (which the GM determines randomly) appears in your hands.

One wondrous item (which the GM determines randomly) appears in your hands.

20

Judgment

Reality’s fabric unravels and spins anew, allowing you to avoid or erase one event as if it never happened or change it to a more favourable outcome. You can use the card’s magic as soon as you draw the card or at any other time before you die.

This card has the same effect, regardless of if it is upright or reversed.

21

The World

You gain a flying speed of 60 ft. If you are of a species or class that can fly already, add half of this speed to your original flying speed.

The next time you travel by any means, roll 1d100. If the result is any less than 80, you will be delayed by 2d100 hours.

 

 
Avatar of Death

Medium undead, True neutral

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.

 

 

Suit Cards

Generally, drawing a Suit upright will heal you, grant you a buff or allow you to cause damage, while drawing an reversed card will give you a debuff or cause you harm. If the card is one that causes damage to you or others, the type of damage depends on the Suit: Wand/Charisma is Fire, Cups/Wisdom is Cold, Swords/Intelligence is Lightning, and Coins/Strength is Bludgeoning. If no effect is stated in a column, invert the stated effect of the card when drawn reversed.

Number

Pip/Face

Upright

Reversed

1

Ace

Your next five rolls have Advantage.

Your next five rolls have Disadvantage.

2

2

You gain 200 ft of Truesight for a day.

You are blinded for a day.

3

3

You gain an orb that you can throw once like the spell Fireball and has the same properties and effects, albeit in the element of the Suit of the drawn card. They may also be strung together like in the Necklace of Fireballs.

The appearing orb destabilizes on you and explodes, dealing 8d6 Suit type of damage to you and everything in a 20 ft radius sphere centred on you. Everyone around you can however escape if they succeed on a DEX saving throw.

4

4

You and your party are given the same effect as the spell Heroism, cast at 4 level for a day.

You become frightened of everything but your party for a day.

5

5

When you barter at a store, take part in an auction or a similar situation concerning financial gain within the week, you have advantage on all rolls in Charisma, Wisdom, Intelligence and all corresponding skill checks until the next sunrise. You are also considered proficient in these skills and, if already proficient, your proficiency bonus is doubled until dawn.

A friend or relative thought long lost reappears, or information on their whereabouts comes to you within the hour.

6

6

You gain a Necklace of Orbs. It works exactly like the Necklace of Fireballs, but the Orbs are in accordance with the Suit of the card drawn.

You are struck with 1 level of Exhaustion.

7

7

You and your party gain the effect of the Spell Haste for a week. After this ends, you do not suffer any effects.

 

8

8

You gain a glyph plaque with 8 charges of Prismatic Spray. After all charges have been spent, the plaque vanishes.

You suffer the effects of the Spell Prismatic Spray in accordance with the suit of the card drawn unless succeeding on the DEX saving throw.

9

9

You gain an orb containing the Greater Restoration spell. After casting it, it vanishes.

You suffer the effects of the Spell Harm, but instead of necrotic damage, this draw deals the damage type in accordance with its drawn suit.

10

10

You gain a bag of random riches worth 50,000gp, which appears at your feet.

You lose 50,000gp, or an item worth this sum. The item cannot be retrieved by the Wish spell, which will however reveal its location, but must be found and, if in the possession of another, bought back. This effect can only be reversed by the True Wish ritual spell, or Card №10 Judgment.

11

Page

You are given a random piece of personally good news and become [Tooltip Not Found] every time you finish a Long Rest for a week.

You are given a random piece of personally bad news.

12

Knight

You gain [Tooltip Not Found] every time you finish a Long Rest for a month.

For a month, the first roll after finishing a Long Rest has disadvantage unless you have been deliberately inspired.

13

Queen

You gain a Scroll of the Element Cardinal Spell (Blazing Heat in the Sky, Cosmic Shattering, Thousand Thunderbolts, Tearing Earth) in accordance with the type of the Suit of the card drawn.

You become Petrified, trapped in a pillar of ice, and take 8d8 Damage in accordance with the type of the Suit of the card drawn.

14

King

You gain Damage Resistance in accordance with the Suit’s type of damage; if the card was drawn trice within a year, it becomes Immunity.

You become weak to the type of damage corresponding to the Suit of the drawn card for a year; if the card was drawn trice within a year, it becomes permanent.

Notes: Communication, Buff, Utility, Bane

Item Tags: Communication Buff Utility Bane

Kaletiel

Comments

Posts Quoted:
Reply
Clear All Quotes