Wondrous Item, legendary

The Deck of Wonderful Things

This deck is comprised of 22 vellum cards and contained in a small exquisitely decorative and light metal box lined on the inside with leather and silk. At dawn all cards, no matter where they are, even if the cards are destroyed, are physically restored, clean and whole, and magically returned to the box. The box only has enough space for the cards so if other items are in the box when this effect occurs any items in the box are teleported to an unoccupied space within 5 feet of the box, or if no space is available then they are cast into the Astral Plane, thus ensuring there will be space in the box for the cards to return to. This same effect can also be achieved by the will of a creature holding the box for 1 minute.

The cards are ornate and magical. One can draw a random card from the deck and release the magic of a drawn card. To draw a card in this way the deck must be complete with all cards and the one drawing the card must have an intelligence score of 4 or higher and not be able to see or know what a card may be before drawing or know what cards it cannot be. The cards are imperceptibly shuffled prior to the drawing of a card when drawn this way. A card drawn for its magic must be intentionally and knowingly drawn for this purpose and the one doing the drawing must do so of their own free will – the cards will have no magical effect if drawn by somebody commanded to do so by any mind-controlling effect like a Suggestion spell. Once a card has been drawn it loses its magic until the next dawn. A creature cannot benefit from the same card more than once and cannot benefit from more than 3 cards but some cards may be exception to these restrictions. If a card effect states you draw more cards, these drawings are immune to the restrictions on number of cards you benefit from. Once a creature has drawn from the deck in such a way they cannot do so again until the next dawn, but they can still draw from the deck, the cards just will not produce any magical effect when done so. Cards drawn without the intention of producing magical effects will not produce their magical effects when drawn.

Once 7 cards have been drawn from this deck for magical effects the cards are returned to the box which vanishes from existence. The box and deck return in a random location on a random plane of existence after 100 years.

When the box or deck are handled by a creature with an intelligence score of 4 or higher that creature will immediately understand everything about this magic item except what the effects of the cards except that they will always be beneficial and powerful. When a card is drawn for magical purpose the one who draws the card will immediately understand everything about the card's effect.

When a card is drawn for the purpose of producing magical effects it vanishes after a moment before its effects occur and immediately reappears in a random place in the deck.

The Magician

You learn the Prestidigitation cantrip or another cantrip of your choice from the Wizard spell list if you already know it. In addition, you learn a 3rd level or lower spell from the Wizard spell list of your choice. You may cast this spell once at 3rd level without needing components or spell slots. Once you have cast this spell in this way you cannot do so again until you have completed a long rest. Intelligence is your spellcasting ability modifier for these spells.

The High Priestess

You learn the Light cantrip or another cantrip of your choice from the Cleric spell list if you already know it. In addition, you learn a 3rd level or lower spell from the Cleric spell list of your choice. You may cast this spell once at 3rd level without needing components or spell slots. Once you have cast this spell in this way you cannot do so again until you have completed a long rest. Wisdom is your spellcasting ability modifier for these spells.

The Empress

The spell Death Ward is cast upon you which cannot be dispelled and lasts forever until the spell's effect is triggered or you die from old age.

The Emperor

At any time before you die you may cast the Command spell at 9th level. This does not require spell slots and may affect one extra additional creature (a total of 10 creatures). The creatures you target do not need to be within 30 feet of each other but must still be within the normal range of the spell. The spell save DC is 20. You may only cast this once.

The High Priest

At any time before you die you may cast the Holy Aura spell without the need of spell slots or material components. The spell save DC is 20. You may only cast this once.

The Lovers

You may choose to accept this card or not. If you do not accept it then you may instead draw again. If you do accept this card the following effect occurs: Once before the next dawn you may target a humanoid creature you can see. Both you and the target receive the effects of a Philter of Love as if you had both drunk such and it is treated as if you had both seen each other as the first creature seen within 10 minutes. The effects are permanent and can only be removed by the effects of Greater Restoration or Wish (this is considered a basic use of Wish). While under the effect you will be aware of the effect and can choose to remove the effect as an action. If the effect is removed from either you or the creature you targeted then it is removed from both of you. If the effect is removed from the targeted creature that creature will be aware of what happened to it and that it was caused by you. When you use this effect if you and the target are already both in love with each other then the above effect does not happen and instead you both are bound in love: for as long you love each other you both have advantage to saving throws and ability checks while within 30 feet of each other, and if you both complete a long rest at the same time within 5 feet of each other you both gain temporary hit points equal to the combined total of your character levels. This true love's effect lasts until one of you has willingly stopped being in love with the other or until one of you dies.

The Chariot

You gain the ability to cast the Gate spell without needing spell slots or material components. You may cast this once but regain the ability to do so on the 7th dawn to occur since your last such casting.

Fortitude

Choose Strength or Constitution: if that score is less than 20 it becomes 20 as does its maximum. If the score is already 20 or higher the score and its maximum are increased by +2 to a maximum of 30. You also gain proficiency in the respective saving throw if you don't already have it.

The Hermit

You learn the Druidcraft cantrip or another cantrip of your choice from the Druid spell list if you already know it. In addition, you learn a 3rd level or lower spell from the Druid spell list of your choice. You may cast this spell once at 3rd level without needing components or spell slots. Once you have cast this spell in this way you cannot do so again until you have completed a long rest. Wisdom is your spellcasting ability modifier for these spells.

Wheel of Fortune

Roll 1d4 and 1d10. Multiply by the result of the 1d10 roll by 10 if you rolled 1 on the 1d4, by 100 if you rolled 2 on the 1d4, by 1,000 if you rolled 3 on the 1d4 or by 10,000 if you rolled 4 on the 1d4. You gain wealth equal this value in gold pieces. You may choose to receive the wealth in coin (you may decide which coins: if you got 200 gp then you can have this be 10 platinum, 50 gold and 500 silver if you wanted) or in gems or in trade bars of precious metal or any combination thereof. This wealth appears in whatever containers you have with you or on your person they can fit into without being damaged or dirtied: they will not appear in your water flask or food parcels but will appear in your backpack, your pockets, your coin purse and the like, but not in any extra-dimensional containers like a Bag of Holding. If the space runs out the rest of the wealth appears at your feet or in the nearest suitable unoccupied space to you on a surface able to hold it.

The Hanged Man

You gain the ability to cast the True Resurrection spell once without the need of spell slots or material components. If the spell fails for any reason you may cast again, as often as needed, until you are able to cast it successfully. At the next dawn after casting this spell successfully this way you die. This death cannot be prevented by any means, not by spells, racial traits, feats, magic items or any other effect (not even by the effect of another card). If you die by any means after casting this spell successfully this way you cannot be brought back to life by any means for one year after your death. If you do not cast the spell this way successfully within 1 year of drawing the card you lose the benefit of this card.

Justice

When next you die by the deliberate and not accidental intention of a creature then that creature must make a DC 20 Constitution saving throw. On success they take 10d10 necrotic damage and on failure they immediately die. Regardless if they succeeded or failed the saving throw: If the creature is killed by this effect then you and that creature are bound. While so bound if one of you is restored to life then so is the other as if the method of resurrection was applied to both of you. If the method of resurrection cannot apply to both of you, for whatever reason, then it fails with no effect. When both of you are restored to life then the bond breaks, but nothing can sever the bond until then.

Death

Choose a creature you have met before and are familiar with. You must name or reasonably describe the target: for example you can say 'the man that spat on me yesterday' or 'the red haired girl who stole from me when I was 12', or even 'that wyvern I like to call Bob'. If that target is on a different plane of existence than you then not much else happens and you may draw another card immediately. If the target is on the same plane of existence as you then it must make a Constitution saving throw against a DC of 20. On success it takes 10d10 necrotic damage and on failure it dies. Regardless of success or failure if the target is killed by this effect and was a humanoid then its corpse is teleported to the nearest unoccupied space to you and then rises as a Zombie under your permanent control.

Temperance

You become immune to Charm effects and the Charmed condition and have advantage on saving throws against any spell from the Enchantment School. This benefit lasts forever.

The Devil

You learn the Eldritch Blast cantrip or another cantrip of your choice from the Warlock spell list if you already know it. In addition, you learn a 3rd level or lower spell from the Warlock spell list of your choice. You may cast this spell once at 3rd level without needing components or spell slots. Once you have cast this spell in this way you cannot do so again until you have completed a long rest. Charisma is your spellcasting ability modifier for these spells.

The Tower

You gain the ability to use an action to conjure a tower as though by the effect of the magic item Daern's Instant Fortress. You may also use an action to dismiss it. You can only have one such fortress at any time. You may dismiss the fortress as detailed in the effects of the aforementioned magic item and once you do you can conjure it again but if it was damaged when dismissed it remains so when re-conjured. Once per day while the fortress is present and damaged you may use an action to magically repair it as if you had used a Wish spell to do so and you must complete a long rest before you can do so again. Unlike the actual magic item this fortress when conjured cannot cause harm to structures or creatures and can only be summoned into an unoccupied space able to accommodate it.

As an alternative, if you have access to the Lost Laboratory of Kwalish adventure spell Galder's Tower you can instead gain the ability to cast Galder's Tower without the need of spell slots or material components once per long rest at 9th level. Similarly you can choose Mighty Fortress spell if you have access to it from Xanathar's Guide to Everything.

The Star

Once before you die you can cast the Wish spell – you will not need spell slots, and you will not suffer the negative effects of casting a non-basic Wish (but it might still turn out differently than expected as it pertains to DM's discretion). Since Wish can be used to replicate other spells as a basic use, any spell attack made as part of the Wish will have +12 spell attack bonus and the spell save DC where needed is 20. You can draw and benefit from this card more than once.

The Moon

You gain the ability to cast either Moonbeam or Polymorph once without needing spell slots or material components. The Moonbeam spell is cast at 5th level and Polymorph at 4th level. The spell save DC for either spell is 20. When you cast Polymorph you can choose for the target to retain their Intelligence, Wisdom and Charisma ability scores. When you have cast one of these spells in this way you cannot cast either until you have completed a long rest. You retain this benefit forever.

The Sun

You gain the ability to cast the Daylight spell at 3rd level without needing spell slots, and may do so at-will but can only have one instance of the spell active from this effect at one time. You also gain the ability to cast Mass Cure Wounds once at 5th level without needing spell slots and regain the ability to do so after completing a long rest. The spellcasting ability modifier for the Mass Cure Wounds spell cast this way is +6. The benefit of this card lasts forever.

Judgement

This card gives you the power to judge another soul and deem them good or deem them bad. Choose one creature you have seen before and are familiar with. The target can be anywhere, even other planes of existence, and can be living or dead. If you judge good and the target is alive, draw one more card: the target receives the knowledge of the drawn card and its effects and gains the benefit of that card (you do not), if you draw a card for them that requires drawing another card they can remotely draw a card and you will see this happen as though by an ethereal ghostly image of their hand drawing the card for them which will float in the air. If the target was dead when you passed your judgement for good they are resurrected as if by the effect of the Resurrection spell, should their soul be free and willing. If the soul was not free or willing then this judgement fails and you must choose a different target to pass judgement on. If you pass judgement and choose bad and the target is alive you cast upon them the Imprisonment spell without requiring spell slots or material components and with a spell save DC of 20. The special component for the spell's options, except for the slumber option, are created and appear in your hand or at your feet and exist for as long as the spell is in place: the components disappear if the spell ends and they cannot be used as components for any other spell (even another Imprisonment spell). If the target resists the spell then they immediately suffer 5d10 necrotic damage. If the target was dead when you passed your judgement for bad and the soul is free then it is brought to you and becomes a Wraith under your permanent control until it drops to 0 HP or you die at which point the soul returns to death. If the soul was not free then this judgement fails and you must choose another target. When the judgement's effect is applied successfully the target is aware of what happened to it and that it was caused by you.

The World

You may cast the Teleport spell without requiring spell slots. Once cast in this way you cannot do so again until the 3rd dawn occurs after casting it. You retain this benefit forever.

The Fool

You may choose to accept this card or not. If you do not accept it then you may instead draw again. If you do accept this card the following effect occurs: Choose one creature you have seen before and are familiar with. The target must be living and on the same plane of existence as you, otherwise the attempt to apply this card's benefit fails and you must choose a new target. Upon a valid target you cast the Feeblemind spell with a spell save DC of 20. The spell' cast from this effect cannot have its effect removed by a Heal spell and the Greater Restoration spell used to end the spell's effect must be 8th level or higher otherwise it fails to end the effect. If the target resists the spell they instead receive 5d10 psychic damage. If the target resists or the spell's effect on the target ends then the target is made aware of what happened to it and that you caused it.

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This deck is loosely inspired by the Major Arcana of Tarot cards as used in divination practices. You may use such a deck as a substitute. It should be noted that Fortitude is an older name for what is now commonly named the Strength card. I figured the older name was more D&D-esque. The benefits of this item are grand and intended as a reward for a high level difficult quest. Please note this item cannot add spells or do anything automatically: if you gain spells or other things from this item please use the homebrew tools to add these to your character as might be necessary.

Notes: Creation, Healing, Teleportation, Damage, Control, Buff, Debuff, Utility, Exploration, Combat

Item Tags: Creation Healing Teleportation Damage Control Buff Debuff Utility Exploration Combat

Cyb3rM1nd

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