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Homebrew

Herazy's Deck

Wondrous Item Magical, Random Legendary

A pack of cards. The back of the cards are embroidered with golden foil and embossed with etchings in the shape of a Mobius strip on the back. To activate the deck, pick it up. When the deck activates, the etchings begin to glow and pulse with golden light. As time passes, the pulses become closer together. When the pulses have no time left between them, the deck vanishes. Once the deck has been activated, any being may draw one card. Herazy's deck prevents any being from drawing more than one card per activation of the deck. 1d20+1d6-1 No cards are transferrable by any means.
Herazy and Reop together researched how magic and randomness interconnected. Herazy's research resulted in this deck, while Reop made Camaron's Deck.

Weight: .1 lb


 

RollCardEffect
1The BalanceYour lowest stat gains two points, but your highest stat loses a point.
2The StarGain 1d4 (minimum 1) points to add to any stats of your choice. This effect cannot increase ability scores over 20.
3The ArmorerGain 1d4 (minimum 1) to your AC permanently. This effect cannot raise your AC over 30.
4The KnightGain 1d4 Constitution permanently. This effect can increase ability scores over 20 but not above 25.
5The BarbarianGain 1d4 Strength permanently. This effect can increase ability scores over 20 but not above 25.
6The RogueGain 1d4 Dexterity permanently. This effect can increase ability scores over 20 but not above 25.
7The ResearcherYou hold this card until you decide to use it. Using this card instantly passes any knowledge-based check.
8The VoidA powerful devil takes note of you. You and the devil have a telepathic bond that can only be broken by wish or divine intervention.
9The FlameA powerful demon takes note of you. You and the demon have a telepathic bond that can only be broken by wish or divine intervention.
10The LightA powerful celestial takes note of you. You and the celestial have a telepathic bond that can only be broken by wish or divine intervention.
11The SunGain 3 levels.
12The MoonGain 1d4-1 (minimum 1) charges of this card. You hold this card as long as you wish. Consume one use of this card to cast the Wish spell. You do not suffer any of the detrimental effects of Wish.
13The VizierGain 1 charge of this card. You hold this card until you decide to use it. To consume the vizier card, ask the card a question. The card will give you an unambiguous, useful, applicable answer to your question, regardless of how esoteric the question was.
14The FatesGain 1 charge of this card. You hold this card until you decide to use it. When you consume the card, choose an event in your past. The fabric of time unravels and reforms so your chosen event never occurred.
15The TorrentYou gain 2 charges of this card. You hold this card until you decide to use it. To use this card, touch it to any weapon or piece of armor. The target item gains +1, to a maximum of +5.
16The AdventurerGain 1 feat.
17The GemGain 5d20 platinum pieces.
18The ThroneBecome proficient on 1d4-2 (minimum 1) check(s) of your choice.
19The ChestA random magic item appears at your feet.
20The CometYou gain 1d4 luck points. These functions exactly the same as Lucky. If you already have the Lucky feat, these points are in addition to the points granted from Lucky. These points never recharge.
21The SkullThe avatar of death appears. Defeat it in single combat or die. Defeating the avatar gives you a skull pendant. The next time you die (not downed, die), the pendant is consumed and you gain one hit point. People who try to help defeat other's avatars summon additional avatar's on them; these additional avatars drop no reward.
22The FoolYou hold this card until you decide to use it. To use this card, rip it. When this card is activated, the next deception roll you make automatically succeeds.
23The BookPick any magical object you can touch. You learn what materials are needed and how to craft the target object.
24The KeyYou hold this card until you decide to use it. To use this card, touch it to any lock, or any material object created by magic. If this card is activated by touching a lock, this card permanently becomes a material diamond key that will open the lock. If this card was activated by touching an object created by a spell, you now count as the caster of the spell.
25The ShapeshifterYou hold this card until you decide to use it. To use this card touch it to another living being. When this card is activated, you gain the ability to shapeshift into the target. This card can target any living being. When you shapeshift, you do not gain access to legendary actions. You gain all the senses that the creature had. Strength, Dexterity, and Constitution change to the target's while alignment, Intelligence, Wisdom, and Charisma remain. You stay in this form for a number of rounds equal to your level. The cooldown on this ability is (Target's CR) (rounded up) days.

Created by

aelistenus.

Statblock Type

Item

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