Deck of Many Things

The Deck of Many Things

There are at least as many accounts for where the Deck of Many Things comes from as there are legends about it. There are stories about the Deck betraying trickster gods to their destruction, helping simple farm-boys outwit archmagi, or helping to form the order of the cosmos by introducing chaos and uncertainty. The Deck is composed of twenty-two cards. By themselves, each card has some small, temporary magic that its holder can invoke, but it is only when all the cards have been assembled that the Deck’s true power is unlocked.

The Deck normally appears all together, but after the Spellplague and the fall of Helm, some of Torm’s paladins decided that the Deck of Many Things had played a part in those events. They undertook a quest to destroy it. They found that whatever they did to the cards, however, they would simply reappear in the Deck. So instead, they worked a powerful ritual to lay divine laws upon the Deck to bind it. Then, twenty-two paladins each took one of the cards and journeyed to the furthest reaches of Toril, so that the Deck could never be reassembled. But the Deck wants to be made whole again.

Single Card Effect: Once per full heal-up, you can use a single card to provide an effect for one battle. Each PC can only use one card per battle.

Draw Effect: When you have assembled the entire Deck, you can use it by announcing how many cards you will pull. Each card has an effect. The number of cards you announced will be pulled, even if you die in the process.

Single Card Effect
Draw Effect
Balance
Deal an extra die of damage, if you take the damage as well.
Invert your moral compass.
Comet
Gain a +4 attack bonus in the first round of combat.
If you win your next combat encounter alone, take two incremental advances now, and another two the next time you level.
Donjon
The first creature you hit is stuck (hard save ends).
You are imprisoned.
Euryale
Gain a +4 bonus to your next saving throw.
You take a permanent -2 penalty to all saving throws.
Fates
Once per battle, reroll an attack that hit you.
Avoid any situation you choose, once.

Shil Yargo

Flames
Your weapon deals fire damage.
You gain the enmity of a powerful demon or devil.
Fool
Gain a +1 bonus to MD.
Your level is treated as one less. Pull another card.
Fool
At the end of the encounter, roll a die. On an even, you gain 50gp; on an odd, you lose 50gp.
You gain significant wealth.
Idiot
You gain a +1 bonus to any Intelligence-based spell or attack roll.
Your Intelligence is permanently lowered by two.
Jester
You can take your first rally this battle with a quick action. If you can already rally with a quick action, the action is free.
Take two incremental advances, or draw two more cards from the Deck.
Key
Your magic item gains a bonus as if you had applied a tier-appropriate oil (+1 for adventurer, +2 for champion, or +3 for epic)
A magic item comes to you.

Shil Yargo

Knight
You gain a +1 bonus to melee attack rolls (+2 for champion tier, or +3 for epic tier)
A warrior comes to you, swearing to serve you loyally unto death.
Moon
Your weapon deals one type of energy damage, which you can choose.
You may make 1d4 wishes.
Rogue
Once per battle, reroll a missed attack.
One of your friends turns against you.
Ruin
Your weapon deals +1d10 damage while the escalation die is 3+ (+4d6 at champion tier, or +3d20 at epic tier).
Lose all of your possessions.
Skull
Your weapon deals negative or necrotic damage.
You must fight a dread wraith alone.
Star
You have a +4 bonus to opportunity attacks.
Increase one of your ability scores by +2.
Sun
Your spells have a +1 attack bonus if they target a single creature.
A wondrous item comes to you.

Shil Yargo

Talons
Your magic item gains a bonus as if you had applied a tier-appropriate oil (+1 for adventurer, +2 for champion, or +3 for epic)
All of your magic items crumble into residuum.
Throne
Gain a +2 bonus to any rolls that use Charisma in this battle.
You gain land and a noble title.
Vizier
Gain a +2 bonus to any rolls that use Wisdom in this battle.
Gain the answer to 1d4 questions.
Void
You gain 12+ cold resistance and 12+ negative resistance.
Your soul is banished to some other place.

Shil Yargo

Deck of Many Things

Neverwinter Jason