When a creature draws from the deck, they must state how many cards they wish to draw (maximum of 3 per long rest). Once drawn, cards activate immediately unless stated otherwise. Each card vanishes in a puff of smoke and fire after use.
1d100 (13-Card Deck) | 1d22 (22-Card Deck) | Card |
---|---|---|
— | 1 | Ace of Spades |
— | 2 | Ace of Diamonds |
— | 3 | Jack of Diamonds |
01–08 | 4 | Ten of Clubs |
— | 5 | Queen of Hearts |
09–16 | 6 | King of Clubs |
— | 7 | Ace of Clubs |
— | 8 | Ten of Spades |
17–24 | 9 | Jack of Spades |
25–32 | 10 | Queen of Clubs |
33–40 | 11 | 🃏 Joker |
41–48 | 12 | King of Diamonds |
— | 13 | Ace of Hearts |
49–56 | 14 | Ten of Diamonds |
57–64 | 15 | Queen of Diamonds |
— | 16 | Jack of Clubs |
65–72 | 17 | King of Hearts |
73–80 | 18 | Ten of Hearts |
81–88 | 19 | Queen of Spades |
— | 20 | Jack of Hearts |
89–96 | 21 | King of Spades |
97–00 | 22 | The Red Reversal |
Each card’s effect is described below.
1. Ace of Spades – Death’s Hand
You're marked for death. A Death Knight appears and hunts you across the planes. It cannot be bargained with.
2. Ace of Diamonds – Ashen Vault
A pile of 2d4 x 500 gold erupts from the earth… but your location is revealed to a hostile faction.
3. Jack of Diamonds – Greed’s Flame
Gain 10 gemstones worth 500 gp each—but they’re cursed. You’ll be betrayed by the next NPC you trust.
4. Ten of Clubs – Cardstorm
Release a 60-ft cone of blazing razor cards. Enemies make a DC 17 Dex save or take 6d10 fire & slashing.
5. Queen of Hearts – Wild Gambit
Draw 2 more cards. Choose one to keep, the other disintegrates unused.
6. King of Clubs – Smokescreen
You vanish in gunpowder smoke. Cast Greater Invisibility and Misty Step, no components.
7. Ace of Clubs – The Fuse
Cast Fireball centered on yourself. You’re immune to the blast. Enemies? Less lucky.
8. Ten of Spades – Ashen Chains
Target creature must succeed a DC 18 Strength or Dex save or become restrained in flaming chains for 1 minute.
9. Jack of Spades – Marked Man
You’re now wanted in 1d4 major cities. A bounty of 5,000 gp is on your head.
10. Queen of Clubs – Burn the Past
Destroy one magical item to absorb its energy. Regain all spent spell slots or class abilities. Item is permanently lost.
11. 🃏 Joker – King of Ashes
You erupt into flames and become chaos incarnate for 3 rounds. During this time:
-
Gain resistance to all damage.
-
You may cast any fire spell up to 3rd level as a bonus action (no components).
-
You may teleport 15 ft as a free action at the start of each turn. Afterward:
-
You gain one level of exhaustion.
-
The card cannot be drawn again until a boss-level enemy is defeated.
🔥 Still the strongest card in the deck… but now with cost and pacing for balance.
12. King of Diamonds – Dealer’s Blessing
You gain the ability to reroll any die once per day for 7 days. You must accept the new result.
13. Ace of Hearts – Flameheart
You gain fire immunity and deal an additional 1d8 fire damage on all weapon attacks for 1 hour.
14. Ten of Diamonds – Bluff of Fate
Roll a d20. On 11+, gain a rare item of your choice. On 10 or lower, lose your most valuable possession.
15. Queen of Diamonds – Lucky Shot
Your next ranged attack auto-crits, deals max damage, and ignores resistances.
16. Jack of Clubs – Blazing Trickshot
Throw a card that curves around cover. It explodes like Fireball, but can target specific enemies.
17. King of Hearts – Loyal Flame
A powerful Fire Elemental serves you for 7 days. It’s chaotic but loyal to you.
18. Ten of Hearts – Phoenix Draw
If reduced to 0 HP in the next 24 hours, you revive at half HP. Enemies within 15 ft take 3d6 fire damage.
19. Queen of Spades – Inferno’s Debt
You must complete a dangerous mission for a mysterious entity. Until then, you have disadvantage vs fire saves.
20. Jack of Hearts – Red Charm
You can cast Charm Person or Suggestion at will for the next 24 hours.
21. King of Spades – Masked Judgment
You erase a false identity or record from all history—yours or another’s. Reality reshapes to forget it ever existed.
22. The Red Reversal – Queen's Gambit
The next time you would fail a saving throw, instead treat it as a natural 20.
However, for the next 24 hours, any natural 20 you roll is treated as a natural 1 instead.
🃏 "Luck is a lady… and today, she’s got a twisted sense of humor."
wow, so cool, most likely adding this (will give credit) such wow u found this ...
Amazing. Not sarcasticly.
Wait a second... is there even a d22?
Not on D&Dbeyond lol
red reversal? sounds familiar lol
THIS IS GREAT
I like 22
As a person who will ask the DM (or GM to others) to incorperate the Deck of Many Things into the campaign in some way (my "
killelimination" count is 10) 75 out of 10 just by looking at it (I have not played with it yet but it looks like my kind of humor). Also, for #2, what would classify as a hostile faction is it just 1 singular monster, an entire apposing army, or something in-between? (I was done editing this comment ~1 minute after I had posted it and I remember saving the changes that I made and I come back and it's un-saved the changes that I made. If this is a glitch that you have encountered yourself, then let me know)