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Returning 35 results for 'both before draw card return'.
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Magic Items
Dungeon Master’s Guide
column of the Deck of Many Things table when randomly determining cards drawn from the deck.
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
Magic Items
Dungeon Master’s Guide
magic of the deck functions only if its cards are drawn at random. You can take a Magic action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of yourself. An
illusion of a creature, determined by rolling on the Deck of Illusions table, forms over the thrown card and remains until dispelled. The illusory creature created by the card looks and behaves like a
Deck of Many Things
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
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
Magic Items
The Book of Many Things
have only thirteen cards, but the rest have twenty-two.
Before you draw a card, you must declare how many cards you intend to draw, then draw them randomly. Any additional cards drawn have no effect
. Unless a card states otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card you declared no more than 1 hour after the previous draw. If you fail to draw
Magic Items
The Book of Many Things
to use the following properties:
Marked Card. As a bonus action, you can expend 1 charge to draw a card from the deck and place it in an unoccupied space within 5 feet of you. The card then becomes
marked with an invisible sigil. Once within the next 24 hours, as an action, you can speak the marked card’s name and teleport to the card’s location, along with any equipment you are
Magic Items
Lost Laboratory of Kwalish
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
Magic Items
The Book of Many Things
deck). As an action, you can draw a random card from this deck and throw it to make a ranged spell attack, using Dexterity for the attack roll. The card has a range of 30 feet. On a hit, it deals 1d4
slashing damage and imposes a magical effect determined by its suit, as detailed in the Deck of Wild Cards table. The card immediately returns to the deck after it hits or misses a target.
Deck of
Deck of Illusions
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you.
An
illusion of one or more creatures forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature except
Magic Items
The Book of Many Things
this description. Notably, cards from the Deck of Many More Things are more likely to be beneficial, though about a third of them are still dangerous.
Before you draw a card, you must declare how many
cards you intend to draw and then draw them randomly. Unless a card allows you to draw additional cards, any cards drawn exceeding this number have no effect.
As soon as you draw a card, its magic
Magic Items
The Book of Many Things
focus, and you gain a bonus to spell attack rolls and to your spell save DC. The bonus is determined by the deck’s rarity.
In addition, while you’re holding the deck, you can draw a card
Magic Items
The Book of Many Things
each card bears an illustration of a different item or set of items. As an action, you can draw a card of your choice from the deck and throw it to the ground in an unoccupied space within 5 feet of
This wooden box contains a set of thirty-two parchment cards.
Deck of Miscellany
Card
Item
3 ♦️
Wooden abacus
4 ♦️
Four Perfume (vial);vials of perfume
5
Magic Items
Tasha’s Cauldron of Everything
made to maintain your concentration on divination spells.
Twist of Fate. As an action, you can draw a card from the deck and twist the fortune of another creature you can see within 15 feet of you
the mists, leaving behind only the Tarokka of Souls. It is said that if you draw the Mists card from it, you can hear the whispers of her kind voice.
Backgrounds
The Book of Many Things
successful life even more glorious—only to draw a destructive card that changed your destiny forever.
Your desperation has driven you to the career of adventurer. You don’t seek out dark dungeons
Monsters
Mordenkainen Presents: Monsters of the Multiverse
undetected to bleed their victims dry.
Vampiric mists, sometimes called crimson mists, are all that remain of vampires who couldn’t return to their burial places after being defeated or suffering
droplets wherever it goes.
Like sharks in water, vampiric mists can scent blood from up to a mile away. Any injury, no matter how small, might catch their attention and draw them toward their victims
Monsters
The Book of Many Things
, might have been the first person to draw the Skull card from a Deck of Many Things and be slain by the avatar of death. Even Jyn doesn’t know for sure, as that was so long ago that she’s
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
makings of a memorable encounter “Draw Two” Card. When you draw this card, discard it and draw two more. Don’t return this card to the deck. You can also include a “draw three” card or even a “draw
the adventurers while they’re fighting other creatures. When you draw a lurker card, set it aside and determine what foes the characters will face as normal. The lurker appears in the encounter
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
some have twenty-two. Use the appropriate column of the Deck of Many Things table when randomly determining cards drawn from the deck. 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
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
some have twenty-two. Use the appropriate column of the Deck of Many Things table when randomly determining cards drawn from the deck. 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
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Card Reading When you perform a card reading before running the adventure, write down the results for reference later. If the characters have their fortunes read in the adventures, do the card
reading again, out loud for the players’ benefit. Substitute the new results for the old ones. When you’re ready to begin the card reading, remove the fourteen cards with the crown icon (the high deck) and
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
printed as a mosaic of raised dots. 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
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Quick Nonplayer Characters When you need to create a nonplayer character, draw a card and let it inspire distinctive features of the NPC. For example, if the card depicts a person, the NPC might
resemble that person. If the card features symbols, perhaps the NPC’s clothing or jewelry incorporates those symbols. If the card has a divinatory meaning, that meaning could inform the NPC’s name, personality, or goals.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, but the rest have twenty-two. 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
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, but the rest have twenty-two. 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
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Drawing the Knight Card This section provides advice for DMs whose characters draw the Knight card from a Deck of Many Things, as well as general advice about including allies who fight alongside the characters. Finally, the knight summoned by the deck is reimagined as a loyal Construct: the deck defender.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
patrons. Characters who draw the Moon card from a Deck of Many Things might cross the Moonstalkers’ path, since that card grants wishes that the Moonstalkers want to acquire. Vallez Gax
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
succeeds, the character learns a secret about Undermountain, and the player can draw a card from the Secrets Deck. Players can hold onto these cards for later reference. When the characters meet an NPC in
Undermountain who knows a fact, have one of the players draw another card from the Secrets Deck to determine what that NPC knows about Halaster and his dungeon.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Magic Items This section contains twenty-two magic items, each inspired by a different card from the Deck of Many Things. Some items emulate a card’s effects, while others draw inspiration from a card’s iconography or name.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
. Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly. Unless a card allows you to draw additional cards, any cards drawn exceeding this number have no
effect. As soon as you draw a card, its magic takes effect. You must draw each card you declared no more than 1 hour after the previous draw. Unless a card states otherwise, if you fail to draw the
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
charges. While holding it, you can expend 1 or more of its charges to use the following properties: Robson Michel Deck of Dimensions Marked Card. As a bonus action, you can expend 1 charge to draw a
card from the deck and place it in an unoccupied space within 5 feet of you. The card then becomes marked with an invisible sigil. Once within the next 24 hours, as an action, you can speak the marked
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Filler Scenes Use cards to fill in the narrative of your game. For example, you might ask each player to draw a card at the beginning of the session; then, you or the player (or both of you working
together) can use those cards as brainstorming material, setting the scene at the start of the session or describing an event that occurred during a period of downtime between adventures. Alternatively, you can draw cards during the session to help you generate story beats during an ongoing adventure.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
real-world playing cards can simulate the deck). As an action, you can draw a random card from this deck and throw it to make a ranged spell attack, using Dexterity for the attack roll. The card has a
range of 30 feet. On a hit, it deals 1d4 slashing damage and imposes a magical effect determined by its suit, as detailed in the Deck of Wild Cards table. The card immediately returns to the deck after
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Alagondar Scion Prerequisite: You must be a human, half-elf, or half-orc to have this secret. If you don’t meet this prerequisite, draw a different card. I’m a scion of the Alagondar bloodline and
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Inspiration Hand You can use The Deck of Many Things card set (or an equivalent deck built from twenty-two playing cards) to give players alternative ways to use inspiration. Draw a number of cards
equal to the number of players and place the cards face up on the table where everyone can see them. Whenever a player gains inspiration, they must pick a card and later use the effect shown on the
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
and reveal the future in the way of traditional tarot, and each of its seventy-eight cards had a unique effect when drawn. In 1989, the Deck of Many Things expanded again. “Luck of the Draw” in Dragon
included the first physical replica of the deck, illustrated by George Barr and printed on card stock in the center of the magazine. At last, when characters found the Deck of Many Things in a treasure
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
detail two ways to head off potential complications before the characters draw their first card. “Customizing Your Deck” suggests strategies for stacking the deck with only cards that will be fun for
character who draws the Throne card. The three powerful fiends found in chapter 20 make ideal enemies for those who draw the Flames card. Chapter 18 includes a full map of the Void’s prison, as well






