Deck of Weals and Woes, Variant (5e Equipment)

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Wondrous item, legendary

This container has a set of rough paper tarot cards. A full deck has 21 cards, but those found as treasure may be missing 2d6 cards.
You can draw a single card from this deck at a time, after which no more can be drawn until the next dawn. You can use an altered deck of playing cards to simulate the deck, or you can roll a d20 to determine the card (excluding the Fate card) then roll a d2 to determine its orientation. After you draw a card, its effect occurs immediately. On the table below, effects are listed corresponding a card and an orientation, which refers to the direction of the suite symbols on the card from your perspective.
A card loses its magic once drawn. Unless otherwise specified, any effects it causes last indefinitely and can only be dispelled or undone with a wish spell.

Playing Card Card Upright Effect Reversed Effect
Joker 0: Fate You immediately draw two additional cards. You immediately draw two additional cards.
Ace of Hearts 1: The Haruspex Your hit point maximum increases by 1d20. Your hit point maximum decreases by 1d20, to a minimum of the maximum roll on one of your Hit Dice.
Two of Hearts 2: The Martyr The next time you would drop to 0 hit points, you instead regain all lost hit points. You die.
Three of Hearts 3: The Diviner Your Intelligence score increases by 2. The increase can cause the score to exceed 20, but not 24. Your Intelligence score decreases by 2 (to a minimum score of 1).
Four of Hearts 4: The Augur Your Wisdom score increases by 2. The increase can cause the score to exceed 20, but not 24. Your Wisdom score decreases by 2 (to a minimum score of 1).
Five of Hearts 5: The Oracle Your Charisma score increases by 2. The increase can cause the score to exceed 20, but not 24. Your Charisma score decreases by 2 (to a minimum score of 1).
Six of Hearts 6: The Constellation All of your ability scores increase by 1, to a maximum of 20. All of your ability scores decrease by 1, to a minimum of 1.
Seven of Hearts 7: The Messenger You gain authority over a fiend with a CR of 5 or less, which appears in an unoccupied space within 30 feet of you. The fiend has pledged itself to you and is bound to do your bidding, behaving as though under a unlimited duration planar binding spell. A powerful celestial becomes your enemy. The celestial seeks to slay you by any means necessary, and may attempt to recruit good-aligned allies or to convince others of your evil nature.
Eight of Hearts 8: The Flock You gain a flying speed of 30 feet. If you already have a flying speed, it increases by 30 feet. Your flying speed becomes 0, and you can't benefit from any bonuses to your flying speed.
Nine of Hearts 9: The Image You gain truesight out to a range of 10 feet. You cast weird centered on yourself. This spell doesn't require concentration when you cast it this way.
Ten of Hearts 10: The Shooting Star You gain the ability to cast the wish spell 1d4 times. You cast sunburst centered on yourself.
Ace of Spades 11: The Cat Your speed increases by 10 feet. Your speed decreases by 10 feet, to a minimum of 5 feet. This effect can be removed with a greater restoration spell.
Two of Spades 12: The Seeds You gain the ability to cast the knock spell once without expending a spell slot, and regain the ability to do so after completing a long rest. You are unable to pass through doorways and other manmade apertures for 2d6 days.
Three of Spades 13: The Dream You gain 10,000 XP. You lose 10,000 XP. 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.
Four of Spades 14: The Eclipse You gain darkvision out to a range of 60 feet. If you already have darkvision, increase its range by 60 feet. You are blinded while in sunlight. This effect can be removed with a greater restoration spell.
Five of Spades 15: The Knucklebone You choose the result for one roll you make, and may do so after rolling and seeing if you succeed. A future roll you make of the GM's choosing automatically fails.
Six of Spades 16: The Chain You have advantage on all saving throws to avoid becoming restrained. You are restrained. This effect can be removed with a greater restoration spell.
Seven of Spades 17: The Crystal You gain the ability to turn yourself and your gear invisible for 1 minute as a bonus action. You can do so once, and regain the ability to do so whenever you complete a long rest. Your passive Perception becomes 10, and cannot be increased.
Eight of Spades 18: The Arrow You gain a +1 bonus to all attack rolls. You take a -1 penalty on all attack rolls.
Nine of Spades 19: The Medium Once, as an action, you can meditate on a question and receive a truthful and complete answer in response, along with any relevant or useful context and information. The next 1d4 times you or an ally use divination magic, it has a 25% chance of returning false information.
Ten of Spades 20: The Mirror A rare or rarer magical item appears in your hands. The rarest or most valuable magic item you are wearing or carrying crumbles to dust. If this is an artifact, it isn't destroyed but does vanish.

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