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Returning 35 results for 'cards creature'.
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Magic Items
Dungeon Master’s Guide
This box contains a set of cards. A full deck has 34 cards: 32 depicting specific creatures and two with a mirrored surface. A deck found as treasure is usually missing 1d20 − 1 cards.
The
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
Magic Items
Dungeon Master’s Guide
Usually found in a box or pouch, this deck contains a number of cards made of ivory or vellum. Most (75 percent) of these decks have thirteen cards, but 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
Monsters
The Book of Many Things
Fortune Teller. Oddlewin can cast the Augury spell as a ritual, using cards as the material component.
Nilbogism. Any creature that attempts to damage Oddlewin must first succeed on a DC 12 Charisma
conjures magical cards that slash at the air in a 5-foot cube within 60 feet of Oddlewin until the start of Oddlewin’s next turn. A creature that starts its turn in the cube or that enters that
Monsters
The Book of Many Things
spectral cards in a 30-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw. On a failed save, a creature takes 27 (5d10);{"diceNotation":"5d10", "rollType":"damage", "rollAction
":"Card Spray", "rollDamageType":"force"} force damage and has the restrained condition for 1 minute as cards bind it. On a successful save, a creature takes half as much damage only. A restrained
Magic Items
The Book of Many Things
Wild Cards
d4
Suit
Effect
1
♣️ (Rods)
The card explodes in a burst of fire. The target and each creature within 5 feet of it must succeed on a DC 15 Dexterity saving throw or
This deck of heavy vellum cards hums with the magic of the Elemental Chaos.
The magic of the deck functions only if cards are drawn at random (a deck of real-world playing cards can simulate the
Magic Items
The Book of Many Things
reaction to discard the d20 roll; the creature must use the number you rolled in place of its roll.
Additionally, while holding the cards, you can cast Divination from them. Once this property is used, it can’t be used again until the next dawn.
The illustrations on this deck of oracle cards move or change subtly when viewed indirectly. When you finish a long rest, you can spend 10 minutes consulting the cards for an omen of the coming day
Magic Items
The Book of Many Things
Created in the image of the Deck of Many Things, this deck of ivory or vellum cards bestows an assortment of minor benefits and penalties on those who draw from it. Most (75 percent) of these decks
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
Monsters
The Book of Many Things
ceilings, without needing to make an ability check.
Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.
Web Walker. The
creature wearing nonmagical armor, the armor takes a permanent and cumulative −1 penalty to the AC it offers. Armor reduced to an Armor Class of 10 is destroyed.
Web (Recharge 5–6);{"diceNotation
Spells
The Book of Many Things
You spray a 15-foot cone of spectral cards. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 2d10 force damage and has the blinded condition until the
end of its next turn. On a successful save, a creature takes half as much damage only.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
Magic Items
Tasha’s Cauldron of Everything
figure of Vistani legend, Luba’s Tarokka of Souls shaped the destiny of countless heroes. The prophecies of this deck of cards also revealed great evils and guided its creator into the path of
amid shuffling cards, waiting for fate to turn foul—as it inevitably will.
Like all tarokka decks, the Tarokka of Souls is a lavishly illustrated collection of fifty-four cards, comprising the
Magic Items
The Book of Many Things
The backs of these cards are inscribed with glyphs representing the Inner Planes, the Outer Planes, or the holy symbols of various deities. While holding this deck, you can use it as a spellcasting
as an action to expend and roll one of your Hit Dice and add the deck’s bonus to the number rolled. One creature you can see within 30 feet of you either takes radiant damage or regains hit points (your choice) equal to the total.
Magic Items
The Book of Many Things
Over the centuries since the first Deck of Many Things was created, many have sought and failed to replicate it. But some have created new cards. These forty-four additional cards are known
collectively as the Deck of Many More Things. (More information on creating new cards for this deck appears in chapter 2.)
Like the Deck of Many Things, the Deck of Many More Things manifests differently on
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
":"Rend", "rollDamageType":"slashing"} slashing damage.
Malevolent Flare. The witchkite spits magical, green-tinged flame at one creature it can see within 60 feet of itself. The target must make a DC 17
the following effects of the witchkite’s choice:
The target must use its reaction to make a melee attack against another creature of the witchkite’s choice that is within the target
Monsters
Curse of Strahd
+ 4);{"diceNotation":"1d6+4","rollType":"damage","rollAction":"Silvered Shortsword","rollDamageType":"piercing"} piercing damage.
Curse (Recharges after a Long Rest). Ezmerelda targets one creature
":"Curse","rollDamageType":"psychic"} psychic damage.
Evil Eye (Recharges after a Short or Long Rest). Ezmerelda targets one creature that she can see within 10 feet of her and casts one of the
Deck of Illusions
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
This box contains a set of parchment cards. A full deck has 34 cards. A deck found as treasure is usually missing 1d20 − 1 cards.
The magic of the deck functions only if cards are drawn at
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
Deck of Many Things
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
Usually found in a box or pouch, this deck contains a number of cards made of ivory or vellum. Most (75 percent) of these decks 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 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
Magic Items
Lost Laboratory of Kwalish
Stored in a leather pouch, this unique deck contains twenty-two colored cards made of some strong but unknown metal, each of which features a design 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
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
access to the dungeon. A creature touching the deck from which the Void card was drawn knows the House of Cards can be accessed in the following ways: Life Force. As an action, a creature touching the
deck can command the House of Cards to open. The deck absorbs life energy, giving the creature 5 levels of exhaustion. These levels can be distributed among up to five willing creatures touching the
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
access to the dungeon. A creature touching the deck from which the Void card was drawn knows the House of Cards can be accessed in the following ways: Life Force. As an action, a creature touching the
deck can command the House of Cards to open. The deck absorbs life energy, giving the creature 5 levels of exhaustion. These levels can be distributed among up to five willing creatures touching the
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
How It Works Construct a deck of about twenty cards that each represent a creature (see the “Constructing Your Deck” section below). When an encounter occurs, shuffle the deck and draw a number of
cards equal to the number of characters in the party. Use one or more of these cards to build the encounter, using the guidelines in the “Choosing Monsters” section below. When the encounter is over, discard the cards of any monsters that were killed, so they won’t be drawn again.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Doors and Key Cards Doors in the Donjon Sphere are made of the same space metals as the outer surface. A magical sensor above each doorway detects movement within 10 feet, which causes the door to
open until no more movement is detected. Some doors are color coded and require a key card to open. A creature carrying the appropriate key card can open a locked door by standing within 10 feet of the
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Doors and Key Cards Doors in the Donjon Sphere are made of the same space metals as the outer surface. A magical sensor above each doorway detects movement within 10 feet, which causes the door to
open until no more movement is detected. Some doors are color coded and require a key card to open. A creature carrying the appropriate key card can open a locked door by standing within 10 feet of the
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
creatures that often work together, such as gnolls and hyenas. Whenever you draw two or more creature cards of the same group for an encounter, those creatures work together against the party. Not all
adventurers must accomplish. If you include special cards, a typical encounter deck of about twenty monster cards should also include three or four special cards. Friend Card. A friend is a creature that
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
creatures that often work together, such as gnolls and hyenas. Whenever you draw two or more creature cards of the same group for an encounter, those creatures work together against the party. Not all
adventurers must accomplish. If you include special cards, a typical encounter deck of about twenty monster cards should also include three or four special cards. Friend Card. A friend is a creature that
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
How It Works Construct a deck of about twenty cards that each represent a creature (see the “Constructing Your Deck” section below). When an encounter occurs, shuffle the deck and draw a number of
cards equal to the number of characters in the party. Use one or more of these cards to build the encounter, using the guidelines in the “Choosing Monsters” section below. When the encounter is over, discard the cards of any monsters that were killed, so they won’t be drawn again.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
, or in the nearest unoccupied space. If the soulless creature dies before the mask is placed on their face, the House of Cards collapses as described above, and the soulless character is slain forever
Conclusion The adventure in the House of Cards concludes when the mask is placed on the face of the soulless character or if the soulless character dies before their soul is returned. When the mask
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
deck’s bonus to the number rolled. One creature you can see within 30 feet of you either takes radiant damage or regains hit points (your choice) equal to the total. House of Cards Wondrous Item
Magic Items This section presents magic items in alphabetical order. Deck of Oracles Wondrous Item, Rare (Requires Attunement) The illustrations on this deck of oracle cards move or change subtly
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
, or in the nearest unoccupied space. If the soulless creature dies before the mask is placed on their face, the House of Cards collapses as described above, and the soulless character is slain forever
Conclusion The adventure in the House of Cards concludes when the mask is placed on the face of the soulless character or if the soulless character dies before their soul is returned. When the mask
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
it hits or misses a target. Deck of Wild Cards d4 Suit Effect 1 ♣ (Rods) The card explodes in a burst of fire. The target and each creature within 5 feet of it must succeed on a DC 15 Dexterity
Deck of Wild Cards Wondrous Item, Very Rare This deck of heavy vellum cards hums with the magic of the Elemental Chaos. The magic of the deck functions only if cards are drawn at random (a deck of
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
it hits or misses a target. Deck of Wild Cards d4 Suit Effect 1 ♣ (Rods) The card explodes in a burst of fire. The target and each creature within 5 feet of it must succeed on a DC 15 Dexterity
Deck of Wild Cards Wondrous Item, Very Rare This deck of heavy vellum cards hums with the magic of the Elemental Chaos. The magic of the deck functions only if cards are drawn at random (a deck of
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
). The riffler magically unleashes a spray of spectral cards in a 30-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw. On a failed save, a creature takes 27 (5d10) force
damage and has the restrained condition for 1 minute as cards bind it. On a successful save, a creature takes half as much damage only. A restrained creature can repeat the saving throw at the end of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Deck of Illusions Wondrous item, uncommon This box contains a set of parchment cards. A full deck has 34 cards. A deck found as treasure is usually missing 1d20 - 1 cards. The magic of the deck
functions only if cards are drawn at 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
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
deck’s bonus to the number rolled. One creature you can see within 30 feet of you either takes radiant damage or regains hit points (your choice) equal to the total. House of Cards Wondrous Item
Magic Items This section presents magic items in alphabetical order. Deck of Oracles Wondrous Item, Rare (Requires Attunement) The illustrations on this deck of oracle cards move or change subtly
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Deck of Illusions Wondrous item, uncommon This box contains a set of parchment cards. A full deck has 34 cards. A deck found as treasure is usually missing 1d20 − 1 cards. The magic of the deck
functions only if cards are drawn at 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
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
). The riffler magically unleashes a spray of spectral cards in a 30-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw. On a failed save, a creature takes 27 (5d10) force
damage and has the restrained condition for 1 minute as cards bind it. On a successful save, a creature takes half as much damage only. A restrained creature can repeat the saving throw at the end of