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.
|