Calibri Cards (5e Equipment)

From D&D Wiki

Jump to: navigation, search

Wondrous Item, rarity varies

Calibri Cards are small playing cards with strange effects on them. Each card can only be used once. Use the table below to determine the card:


d12 Card
1 Anti-Missile
2 Bad Karma
3 PRIME Missile
4 Switch Hands
5 Insight
6 Can't Touch This!
7 Double or Trouble
8 Attack Modifier
9 Fireball
10 Beautiful Day
11 Ebola
12 Trojan Horse

Anti-Missile[edit]

  • A creature wielding this card can use their reaction to cast the shield spell.

Bad Karma[edit]

  • A creature wielding this card can use their action to force the next attack a creature they can see to make a DC 15 Wisdom saving throw or use their next action to attack a creature of the wielder's choosing.

PRIME Missile[edit]

  • As an action, choose a creature within 60 ft. of you.
  • The target rolls a d20 and adds their Intelligence modifier to the result.
    • If the result is a negative number, treat it as if it were a positive number.
    • If the result is a prime number (2, 3, 5, 7, 11, 13, 17, 19, 23, or 29), you become the new target and the missile detonates on you.
    • If they do not roll a prime number, the missile detonates.
  • When the missile detonates, all creatures within 30 ft. of the target suffer 10 (2d8+1) force damage and 10 (2d8+1) fire damage.

Switch Hands[edit]

  • A creature wielding this card can use their bonus action to force a creature they can see to make a Wisdom saving throw or replace all items they are wielding with all other items the wielder is wielding.

Insight[edit]

  • A creature wielding this card can use a bonus action to give themselves advantage on all skill checks they make until their next turn.

Can't Touch This![edit]

  • A creature wielding this card can use a bonus action to enter a defensive stance until their next turn. In this stance, whenever they would roll a 1 on an attack roll, ability check, saving throw, or skill check, they can reroll the dice.

Double or Trouble[edit]

  • Whenever a creature wielding this would make an attack roll, ability check, saving throw, or skill check, they can reroll the die. If the result is higher, the roll is treated as a critical success. If lower, it is treated as a critical failure.

Attack Modifier[edit]

  • Choose a weapon you are carrying.
  • Roll 1d6.
  • The selected weapon now deals the damage type rolled instead of the type it would normally deal.
d8 Damage Type
1 Fire
2 Force
3 Acid
4 Poison
5 Lightning
6 Thunder
7 Radiant
8 Necrotic

Font Fire Blast[edit]

  • A creature wielding this card can use their action to cast the Scorching Ray spell (+7 to hit).

Beautiful Day[edit]

  • A creature wielding this card can use their action to touch a creature and give them immunity to poison damage and the poisoned condition for 1d6 hours, as well as curing them of any non-magical diseases and conditions.

Ebola[edit]

  • A creature wielding this card can use their action to cast the Hex spell without requiring concentration. While under the spell's effects, the target takes 2d4 poison damage at the beginning of each of its turns. If a creature would die under this item's effects, the hex moves to a random creature the affected creature can see rather than the caster choosing a creature.

Trojan Horse[edit]

  • A creature wielding this card can use their action to force a target they can see to succeed on a DC 15 Wisdom saving throw or make another saving throw when they would next attack or take 6d4 force damage, or half as much on a successful save.

Back to Main Page5e HomebrewEquipmentWondrous Items

Home of user-generated,
homebrew pages!


Advertisements: