Deck of Many Things - Como Usar

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Deck of Many Things

Wondrous Item, legendary


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 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, the remaining number of cards fly from
the deck on their own and take effect all at
once.

Once a card is drawn, it fades from existence.


Unless the card is the Fool or the Jester, the
card reappears in the deck, making it possible
to draw the same card twice.

Balance. Your mind suffers a wrenching


alteration, causing your alignment to change.
Lawful becomes chaotic, good becomes evil,
and vice versa. If you are true neutral or
unaligned, this card has no effect on you.
Comet. If you single-handedly defeat the next
hostile monster or group of monsters you
encounter, you gain experience points enough
to gain one level. Otherwise, this card has no
effect.

Donjon. You disappear and become entombed


in a state of suspended animation in an
extradimensional sphere. Everything you were
wearing and carrying stays behind in the space
you occupied when you disappeared. You
remain imprisoned until you are found and
removed from the sphere. You can't be located
by any divination magic, but a wish spell can
reveal the location of your prison. You draw no
more cards.

Euryale. The card's medusa-like visage curses


you. You take a −2 penalty on saving throws
while cursed in this way. Only a god or the
magic of The Fates card can end this curse.

The Fates. Reality's fabric unravels and spins


anew, allowing you to avoid or erase one event
as if it never happened. You can use the card's
magic as soon as you draw the card or at any
other time before you die.

Flames. A powerful devil becomes your enemy.


The devil seeks your ruin and plagues your life,
savoring your suffering before attempting to
slay you. This enmity lasts until either you or
the devil dies.
Fool. You lose 10,000 XP, discard this card, and
draw from the deck again, counting both draws
as one of your declared draws. If losing that
much XP would cause you to lose a level, you
instead lose an amount that leaves you with
just enough XP to keep your level.

Gem. Twenty-five pieces of jewelry worth 2,000


gp each or fifty gems worth 1,000 gp each
appear at your feet.

Idiot. Permanently reduce your Intelligence by


1d4 + 1 (to a minimum score of 1). You can draw
one additional card beyond your declared
draws.

Jester. You gain 10,000 XP, or you can draw


two additional cards beyond your declared
draws.

Key. A rare or rarer magic weapon with which


you are proficient appears in your hands. The
GM chooses the weapon.

Knight. You gain the service of a 4th-level


fighter who appears in a space you choose
within 30 feet of you. The fighter is of the same
race as you and serves you loyally until death,
believing the fates have drawn him or her to
you. You control this character.

Moon. You are granted the ability to cast the


wish spell 1d3 times.

Rogue. A nonplayer character of the GM's


choice becomes hostile toward you. The
identity of your new enemy isn't known until the
NPC or someone else reveals it. Nothing less
than a wish spell or divine intervention can end
the NPC's hostility toward you.

Ruin. All forms of wealth that you carry or own,


other than magic items, are lost to you. Portable
property vanishes. Businesses, buildings, and
land you own are lost in a way that alters reality
the least. Any documentation that proves you
should own something lost to this card also
disappears.

Skull. You summon an avatar of death--a


ghostly humanoid skeleton clad in a tattered
black robe and carrying a spectral scythe. It
appears in a space of the GM's choice within 10
feet of you and attacks you, warning all others
that you must win the battle alone. The avatar
fights until you die or it drops to 0 hit points,
whereupon it disappears. If anyone tries to help
you, the helper summons its own avatar of
death. A creature slain by an avatar of death
can't be restored to life.

Star. Increase one of your ability scores by 2.


The score can exceed 20 but can't exceed 24.

Sun. You gain 50,000 XP, and a wondrous item


(which the GM determines randomly) appears in
your hands.

Talons. Every magic item you wear or carry


disintegrates. Artifacts in your possession
aren't destroyed but do vanish.
Throne. You gain proficiency in the Persuasion
skill, and you double your proficiency bonus on
checks made with that skill. In addition, you
gain rightful ownership of a small keep
somewhere in the world. However, the keep is
currently in the hands of monsters, which you
must clear out before you can claim the keep as
yours.

Vizier. At any time you choose within one year


of drawing this card, you can ask a question in
meditation and mentally receive a truthful
answer to that question. Besides information,
the answer helps you solve a puzzling problem
or other dilemma. In other words, the
knowledge comes with wisdom on how to apply
it.

The Void. This black card spells disaster. Your


soul is drawn from your body and contained in
an object in a place of the GM's choice. One or
more powerful beings guard the place. While
your soul is trapped in this way, your body is
incapacitated. A wish spell can't restore your
soul, but the spell reveals the location of the
object that holds it. You draw no more cards.
AVATAR OF DEATH
Medium undead, neutral evil
Armor Class 20

Hit Points half the hit point maximum of its


summoner

Speed 60 ft., fly 60 ft. (hover)

STR DEX CON INT WIS CHA

16 (+3) 16 (+3) 16 (+3) 16 (+3) 16 (+3) 16 (+3)

Damage Immunities necrotic, poison

Condition Immunities charmed, frightened,


paralyzed, petrified, poisoned, unconscious

Senses darkvision 60 ft., truesight 60 ft.,


passive Perception 13
Languages all languages known to its
summoner

Challenge -- (0 XP)

Incorporeal Movement. The avatar can move


through other creatures and objects as if they
were difficult terrain. It takes 5 (1d10) force
damage if it ends its turn inside an object.

Turning Immunity. The avatar is immune to


features that turn undead.

Actions

Reaping Scythe. The avatar sweeps its spectral


scythe through a creature within 5 feet of it,
dealing 7 (1d8 + 3) slashing damage plus 4 (1d8)
necrotic damage.

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