Homebrew
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
Roll | Card | Effect |
---|---|---|
1 | The Balance | Your lowest stat gains two points, but your highest stat loses a point. |
2 | The Star | Gain 1d4 (minimum 1) points to add to any stats of your choice. This effect cannot increase ability scores over 20. |
3 | The Armorer | Gain 1d4 (minimum 1) to your AC permanently. This effect cannot raise your AC over 30. |
4 | The Knight | Gain 1d4 Constitution permanently. This effect can increase ability scores over 20 but not above 25. |
5 | The Barbarian | Gain 1d4 Strength permanently. This effect can increase ability scores over 20 but not above 25. |
6 | The Rogue | Gain 1d4 Dexterity permanently. This effect can increase ability scores over 20 but not above 25. |
7 | The Researcher | You hold this card until you decide to use it. Using this card instantly passes any knowledge-based check. |
8 | The Void | A powerful devil takes note of you. You and the devil have a telepathic bond that can only be broken by wish or divine intervention. |
9 | The Flame | A powerful demon takes note of you. You and the demon have a telepathic bond that can only be broken by wish or divine intervention. |
10 | The Light | A powerful celestial takes note of you. You and the celestial have a telepathic bond that can only be broken by wish or divine intervention. |
11 | The Sun | Gain 3 levels. |
12 | The Moon | Gain 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. |
13 | The Vizier | Gain 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. |
14 | The Fates | Gain 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. |
15 | The Torrent | You 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. |
16 | The Adventurer | Gain 1 feat. |
17 | The Gem | Gain 5d20 platinum pieces. |
18 | The Throne | Become proficient on 1d4-2 (minimum 1) check(s) of your choice. |
19 | The Chest | A random magic item appears at your feet. |
20 | The Comet | You 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. |
21 | The Skull | The 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. |
22 | The Fool | You 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. |
23 | The Book | Pick any magical object you can touch. You learn what materials are needed and how to craft the target object. |
24 | The Key | You 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. |
25 | The Shapeshifter | You 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. |