Giving your players a mysterious “big red button” is one of the greatest joys a Dungeon Master can experience. A cursed weapon, a dubious favor from a powerful entity, or even a complicated moral choice can be engaging and drum up some brilliant chaos. One of the most iconic examples of this idea in Dungeons & Dragons is the infamous Deck of Many Things.
By drawing a card from this deck, a player can gain uses of the wish spell or summon a literal avatar of death. Every card has the potential to break your game, so DMs may think twice before using it, especially with a low-level party. But fear not, you intrepid gamblers! Because The Book of Many Things introduces us to the Deck of Wonder, a big red button that’ll complicate your game without breaking it!
- How to Build and Play With the Deck of Wonder
- Sample Effects From the Deck of Wonder
- How to Use the Deck of Wonder
Unleash Chaos With The Deck of Many Things Set
Pick a card, any card! The Deck of Many Things set expands on the legendary Deck of Many Things with new player options, monsters, and more! Included in the set is the 192-page The Book of Many Things, an expanded 66-card Deck of Many Things, and a guidebook for using the cards in new and fun ways. Order your copy today!
How to Build and Play With the Deck of Wonder

For the most part, the Deck of Wonder functions similarly to the Deck of Many Things.
You’ll build a Deck of Wonder using a standard deck of cards (only the face cards and the 2s). Most Decks of Wonder are composed of 13 cards, but a small portion of them may contain 22. As with the Deck of Many Things, you’ll declare how many cards you wish to draw from it, and in most cases, each card triggers one by one. Additionally, a drawn card’s abilities still immediately take effect and fade from the user's hand, promptly reappearing in the deck.
But one of the ways the Deck of Wonder is better suited for lower level characters is rooted in the duration of its effects. Most effects conjured by the Deck of Wonder usually last for eight hours, or until you take a long rest. And some of the negative effects can be ended early by the use of remove curse or a similar spell. This factor means that, if you draw a negative effect, you won’t have to suffer for very long. And for DMs, it means their game won’t be impacted in the long term.
Sample Effects From the Deck of Wonder
The effects gained by the Deck of Wonder are tailor-made to wrinkle your games to amp up tension or add an invigorating touch of eucatastrophe. Here is a glimpse at just a few of the effects you’ll find in the Deck of Wonder:
- Destiny (A ♥️): This card portents the untimely demise of the one who draws it, providing them with a modicum of protection from death. The next time you would drop to 0 hit points, you drop to 1 instead. Destiny is one of the few cards in the Deck of Wonder that does not have a set duration. So, this effect could linger on its bearer for days, months, or even years, if they decide to retire from adventuring, that is. But where’s the fun in that?
- End (K ♠️): Speaking of omens of death, the End card inflicts necrotic damage when you draw it, and your hit point maximum drops by the same amount you take. However, this ominous card cannot reduce your maximum hit points below 10, and the reduction lasts until you take a long rest or until you get bathed in a remove curse spell.
- Isolation (A ♠️): This card instantly teleports you to an extradimensional space where you remain for a short time. Upon returning, you may suffer from the poisoned condition, due to the effects of bamfing back and forth between dimensions!
- Justice (2 ♠️): A righteous and flavorful card that gives you the ability to minorly bend probability in favor of balance. For 8 hours, you can elect to cancel any roll with advantage or disadvantage made by a nearby creature. It’s essentially 8 hours of Restore Balance from the Clockwork Soul sorcerer subclass. As a Clockwork Soul fanboy, I am supremely here for this card.
- Mischief (Joker without ™): This crafty card is the only card in the Deck of Wonder that gives you a choice. Upon drawing this card, you can either choose to gain one uncommon wondrous item chosen by the DM (such as an alchemy jug, gloves of missile snaring, or winged boots) or you can draw two additional cards from the Deck of Wonder. It’s a sort of a “bird in the hand versus two in the bush”-sorta thing.
How to Use the Deck of Wonder
Before you bestow a Deck of Wonder upon your players, you should assess whether you want to give them a deck with 13 or 22 cards. Believe it or not, it can have a huge impact narratively.
A Deck With 13 Cards
Simply put, a deck with 13 cards in it can have a much more focused and intentional impact on your story. When selecting which cards to appear in this deck, the DM can have an easier time thumbing the scale in favor of good or bad outcomes. The ratio of cards that help versus hinder can also be connected to the deck’s origin.
A deck of 13 cards could be gifted by a cunning green hag who tricks the players into thinking this deck will help them, but in reality most (if not all) of the cards will hurt or hinder them.
A deck of 13 cards that leans toward cards with positive outcomes could be given to your players by a celestial such as a ki-rin, who wants to test the mettle and hearts of a few plucky adventurers.
A Deck With 22 Cards
A deck of 22 cards will have a more even balance of positive and negative effects. It’s also arguably more valuable in-world than an incomplete deck.
A complete Deck of Wonder could be an item found in the den of a chaotic and corrupt merchant, who uses the cards in combat to potentially bend the odds in their favor. Or, it could be found on the corpse of an unknown adventurer who drew an unlucky combination of cards.
Wonders Await You in The Book of Many Things
The Deck of Wonder is the perfect answer for any DM who wants to enjoy the randomness of the Deck of Many Things without the risk of breaking their game. It’s just one of the many incredible magic items, monsters, and ideas presented in The Book of Many Things!
Now, go ahead, push that big red button!
Kyle Shire (@kyleshire) is a contributing writer to D&D Beyond and a producer for Critical Role. In the past, he worked as a producer, writer, and host for Machinima Studios and Warner Brothers Interactive Entertainment. He's appeared on HyperRPG as the Mayor of Kollok and the Saving Throw Show. He currently lives in Los Angeles.
Awesome, anyone know what level this is for?
Dang I come on within an hour of article being published and I'm not the first comment.
Also this seems really useful! I drew the moon card at fifth level and nearly ended the world, so a lower-tier deck would have been cool then.
So… its the DoMT without the part where it’s fun.
It's for the table that would have never included the DoMT in the first place but it lets them still have some version of it. I love the high risk/reward of the DoMT but I know a lot of tables view it as a campaign ender and refuse to include it at all. Options are good.
I would like a mid-level deck; something that's still more powerful and has lasting consequences, but not as game breaking as the deck on many things. This is a cool idea though!
You might be able to if you just mix up this with the DoMT. I might add it with my next campaign.
Yes... but low level players might not die!
But it’s not fun. Half of the fun is watching the low-levels get crippled by a piece of paper.
Someone's a sadist. Just let people have fun without it being campaign ending.
Hey hey! This takes all the fun out of the deck of many things (Losing some hit points for the next 8 hours? Whatever will I do!), so I decided to instead make a list of what could happen (besides ending your campaign) after each card is drawn.
Balance: Either you have the most compelling BBEG you've ever run on your hands, or you have a really cool storyline on your hands. Alternatively, neutral, lawful, or chaotic neutral character so it causes a change in behavior, but nothing crazy enough for them to leave a party (besides, a party with evil pcs can be really fun with good players).
Comet: level up? Yeah, ig since 5e's powerscaling is kinda crazy that can be a bit weird, but you've just gotta upshift your encounters a little. Annoying at best, cool reward for brave players at best.
Donjon: Player gone, unless party goes on a quest. Let them roll up a new temporary character and let the players go on an arc to get them back. Don't really have to have it last that long, just throw in a portal to the plane in whatever dungeon you had them going through next.
Euryale: Debuff? Kinda sucks, but depending on the setting getting a gods attention is about as easy as talking about them in the right town, so yet another variable quest card.
The Fates: 100% depends on how terrible your players are. They wanna make it so the BBEG was never born? Okay, turns out some other dude wants to do something very similar, and has a surprisingly mad dead baby spirit guiding him. Very player dependent, normally easy to work around, especially since "single event" can be as broad or narrow as you want it to be.
Flames: Free way to link the party with a villain. If you don't want them to fight demons and devils that much make someone weaken for whatever reason so it's an easy kill quest.
Fool: How many people playing 5e use exp levelling? If you do, that kinda sucks for the player, but you can just give them exp for whatever (my personal favorite is achieving some rp goal) and make up the difference quickly. Confusing at worst, does nothing at best.
Gem: How many people actually take advantage of money in 5e? Not much to buy with it in the normal campaign. If money does matter to your campaign, gaining that much money will surely attract the ire of a dragon, who could become an ally or enemy.
Idiot: Uh... ig the wizard or artificer gets effected here. RP wise this could be fun for a bit, then you could reverse it during an ASI or (if you're a cool gm) have it reversed via intense studying or that magic item which gives you more intelligence. Could be problematic, but easily reversible
Jester: Same as fool, but in reverse.
Key: You get to choose this. Maybe they get a cool sword that makes the player badass for a few levels, let them have that moment.
Knight: Eh, might slow down combat a little, but will probably just be a cool npc that helps out a little during fights.
Moon: GM is the final judge on all wishes. Similar to Fates, this card's power is completely up to you.
Rouge: New enemy, same thing could happen from the players letting a goblin escape from a cave. Heck, could even be just some random goblin, if you wanna go that route.
Ruin: Sucks, but mostly a minor setback. That's what happens sometimes when you pull cards from an unknowably old deck of ancient magic.
Skull: ehhhhhhhhh, kinda don't like this one. Has the same problem as Save or die poison traps have for me in OSR games. I'd say I'd slip it in for certain characters at high levels, but I will admit this one isn't the best.
Star: free ASI. Cool ig.
Sun: Free exp. yay. Gm chosen item, so if it breaks stuff that's your fault.
Talons: Yeah, this could be unfun depending on how you present it. It could be a tense moment where the Mighty Machine of Macguffin gets destroyed and the players need to make a new one, or could be a "lol you suck kinda thing". I put this firmly into the don't mess with random magic stuff you find catagory.
Throne: How could anyone hate this? This is awesome! Free proficiency is fine, but the keep? Awesome quest that gives players a cool home base. Best part is, if they want, they may just ignore this one.
Vizier: Can screw up some mysteries, but can also make the player feel really cool for saving it for the exact moment. Also 50/50 they use it on something random (or something they were mislead into believing was important) instead of something useful.
Void: Character death that will probably be beyond a quest. Can see where problems come from, so this is the only one I'd bend a little if I didn't outright remove it. I'd allow the player to continue as a hollow one from TEGtW if they wished.
Very few of these seem game breaking with an experienced gm at the helm. I recommend warning your players that drawing from the deck could result in glory or death before they draw, so they are fully aware of what they're doing. The best thing about the deck of many things is it's a deck of cards: If something seems harmful to your game, just remove it from the deck. Alternatively, you can ever so slightly modify them (like I mentioned with Void) to be a little less disturbing, without making them a complete joke.
I've been thinking it would be fun to start the game from Level 1 with the characters pulling from a Deck of Many Things. Game 1 session 1 opens with the party about to draw from the deck and let the results dictate how the game goes from there.
"Ruining other people's fun is my idea of fun" is not going to make you many friends in the D&D community - it IS a good way to end up as the star of a post on the RPG Horror Stories subreddit, though.
So its a wimpier version of the deck of many things.
I'm just teasing, this looks pretty cool.
This is cool, but you just know I'm going to mix these in with a regular deck of many things to make it only slightly less game breaking (on average), right?
So its a deck of many things but less deadly. Neat.
excuse me but her voice was a little annoying
I would think, yes
Can we get an official ruling of the entire deck? I like this idea as a way to have the characters continuing their campaign.
This sounds exciting