Deck of Multiple Things
Deck of Multiple Things
Deck of Multiple Things
Beast | Gain a blink puppy animal companion, that gains HD and proficiency as the
user does.
Broken One | Roll a d6, followed by a d4+1. A random stat is decreased by the
second roll.
Darklord | The Darklord of a Realm of dread you enter is immediately aware of your
presence when you enter the realm. If this darklord is killed, you immediatly
replace them as the Darklord of this realm. The current Darklord is aware of this.
Ghost | This card is kept. When its holder next fails their final Death saving
throw, they can expend the card to instead choose to roll a natural 20, and regain
conciousness at 1 hp. The card then vanishes.
Executioner | Name the true name of one individual. The Realms of dread will do
what they can ensure their immediate demise.
Innocent | The Holder of this card is immune against the next negative effect, or
card draw.
Marionette | This card is kept until used. The user can use this card to control
the turn of a single creature. [Hidden | This card transferes to the target of this
card, if they still live]
Mists | This card is kept permanantly. It counts as a mist token for any realm of
dread, allowing free travel into and out of a realm of dread, regardless of if its
borders are closed.
Raven | Gain a Sentinel Raven, as the 1st level warlock patron option. You also
gain the 'Soul of the Raven' feature, allowing you to merge with your raven.
Seer | Ask one question, and receive an answer, or vision of the future.
Common Deck
Swords
Master of Swords, Warrior | All magical weapons and armor increase in enchantment
levels by 1.
One of Swords, Avenger | The user gains advantage to hit against any target that
has hit them with an attack or ability within 3 rounds.
Two of Swords, Paladin | The user instinctively gains knowledge of all hostile uses
of magic against their mind and body.
Three of Swords, Soldier | The user can use the Second wind Feature as if they were
a fighter of 10th level.
Four of Swords, Mercenary | The user gains a bounty or becomes a wanted criminal in
any realm of dread they enter, with a minimum rewards of 1000 gp per level for them
Dead.
Five of Swords, Myrmidon | The user gains the benefits of the Lucky feat, but with
a single luck point.
Six of Swords, Berserker | The user immediate gains the benefits of a rage that
lasts for 1 minute whenever they smell blood, howerver, they cannot tell friend
from foe.
Seven of Swords, Hooded One | Until you learn of a creatures name, it appears to
you as shrouded in darkness, with no discernable features.
Eight of Swords, Dictator | The user has disadvantage of all persuasion checks, but
advantage on intimidation.
Nine of Swords, Torturer | Each round you remain in combat without killing an
opponent, you gain 5 temporary hitpoints. These can stack with itself, up to a cap
of 5*Level. After combat, these hit points fall off at 5 per hour. If you have 0
temporary hitpoints from this feature, you instead reduce your max hp by 5 each
hour you are not in combat by a maximum of 5*(1/2Level).
Stars
Master of Stars, Wizard | All Uncommon or lower magical items increase in potency
by one level.
One of Stars, Transmuter | The user loses one random magic item and gains another.
If they don't have one in the first place, they get a very minor item.
Two of Stars, Diviner | The user can ask a single question and get a cryptic
answer.
Three of Stars, Enchanter | A Single magical item of the users choice increases in
potency by one level.
Four of Stars, Abjurer | All other magical effects effecting the user are removed,
increases diseases magical or mundane in nature.
Five of Stars, Elementalist | The user can choose to gain resistance to a single
element, but gain vulnerability to the opposite one.
Six of Stars, Evoker | This card explodes as if a fireball spell of 9th level was
cast, dealing force damage. This only effects living creatures.
Seven of Stars, Illusionist | A single magical item in the users possession is
replaced by an illusionay duplicate. Once this illusion is interacted with, the
original item will return after 1 hour.
Eight of Stars, Necromancer | The user is raised as a zombie when they die.
Nine of Stars, Conjurer | A Random magical creature is summoned for 1 day. It is
friendly to the user.
Coins
Master of Coins, Rogue | The user gains 10,000 Gp.
One of Coins, Swashbucker | The user loses up to 5000gp. If they do not currently
have that amount, future earnings will be deducted.
Two of Coins, Philanthropist | The user gains a +2 to all skill checks if they
willingly give away at least 1000gp to strangers.
Three of Coins, Trader | A Genie appears, offereing a trade of 3 items for GP. The
user can also sell items fo GP.
Four of Coins, Merchant | This card is kept. The user can use this card to buy an
item worth up to 5000 gp. To all but the user, this item appears to be a bag of
gold with the exact amount needed within.
Five of Coins, Guild Member | The user gains membership to a random guild.
Six of Coins, Beggar | The user can choose to gain 1000gp or lose 1000gp. After 1
week, which ever effect not choosen will take effect, at x10 value.
Seven of Coins, Thief | This card is kept until used. The user can name a single
item of Very Rare of lower. If that item exists on this plane, it appears before
you. The original holder of the item knows who has it.
Eight of Coins, Tax Collector | The user must pay 10000gp. For each 1000gp the user
lacks, they gain a -1 to all saves until paid to the card.
Nine of Coins, Miser | The user gains power based on their wealth. For each 1000gp
the user holds, they gain a +1 to all skill checks, up to a cap of their profiency
bonus.
Glyphs
Master of Glyphs, Priest | Gain 1d4-1 Wishes. On a result of 0, a single monkeys
paw wish is given.
One of Glyphs, Monk | Increase one of your ability scores by 2. The score can
exceed 20 but can't exceed 26.
Two of Glyphs, Missionary | You must immediatley roll a D20 on the roll of between
1 and 8 gain a language. On the roll of between 9 and 12 gain a tool proficiency.
On a roll of either 13, 14 or 15 gain a weapon/armor proficiency. On a roll of
either 16 or 17 gain a skill proficiency. On the roll of an 18 gain a save
proficiency. On the roll of a 19 gain a random feature/feat. On the roll of a 20
you are granted a single immediate casting of the wish spell.
Three of Glyphs, Healer | All Wounds, diseases, and curses are cured for the user.
Four of Glyphs, Shepard | You gain the service of a follower who is half of your
current level (they will level at your rate of progression and will continue to
level after you have hit level 20). Their class will be determined by your DM. They
will appear immediately. They have a higher chance of the same race as you and will
at least serve you loyally until death, believing the fates have drawn them to you.
The DM controls this character.
Five of Glyphs, Druid | Gain the use of the Wildshape feature, 1/LR, with a maximum
Cr of 2.
Six of Glyphs, Anarchist | A nonplayer character of the GM's choice becomes hostile
toward you being jealous of your strength and power. The identity of your new enemy
isn't known until the NPC or someone else reveals it. Nothing less than a wish
spell, divine intervention or their death can end the NPC's hostility toward you.
Seven of Glyphs, Charlatan | Gain Profiency or expertise in the Deception skill. If
you already posses this, you gain advantage with deception checks instead.
Eight of Glyphs, Bishop | Place this card on the body of someone recently fallen,
they will be returned to the state they were in prior. This would be the closest to
the state they were at, at the point of death that they could continue to survive.
The individual that killed the person you revived will be immediately stuck dead.
If the person you revived breaks the law within a year of their revival you will
suffer a curse and the person you revived will immediately die.
Nine of Glyphs, Traitor | A former ally with turn on you.