Deck of Infinite Whimsy (5e Equipment)
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Wondrous item, Rare (Does not require attunement)
A traveling merchant peddles these cards for a trade of an expensive item, perhaps for a good potion or a horse, even though he's got about a hundred identical decks stacked up in his wagon. In order to draw a card, a d100 must be rolled for the effect drawn, and a card can be drawn once after finding the deck and once after a short or long rest is completed.
Note: If a card has no effect on the user, they lose 1d20 gp.
List of effects: From rolling a d100
2: One of the user's skills that they have proficiency in of their choice gains a penalty of 2d6 until a short or long rest is completed.
4: The user loses the ability to speak Common for 1d4 hours.
5: The user loses the ability to speak 1d4 languages of their choice until a short or long rest is completed.
6: The user loses proficiency in all tools until a short or long rest is completed.
7: The user loses 1d20 + 5 gp.
8: The user becomes 5d20 * 5 sp in debt.
9: The user loses 1d4 pieces of non-cursed equipment of their choice.
10: The user loses at least 1d20 lbs. of non-cursed equipment of their choice.
11: The user gains a 1d4 penalty to AC until a short or long rest is completed.
12: The user loses 1d20 spell slots.
13: The user loses 1d4 hit points.
14: The user gains a 1d4 penalty to all their saving throws until a short or long rest is completed.
15: The user gains disadvantage on the next attack roll they make.
16: The user gains advantage on the next damage roll they make.
17: The user gains proficiency in a saving throw of their choice until a short or long rest is completed, at which point the proficiency no longer occurs.
18: The user gains 2d4 temporary hit points.
19: The user gains all the effects of a long rest. The user can redraw from the deck after this effect is drawn.
20: The user's AC doubles for 1d4 hours.
21: The user's equipment becomes weightless.
22: The user's equipment is doubled.
23: The user gains 50 weightless pp that dissolves into dust in 1d20 hours.
24: The user's money is doubled.
25: The user gains proficiency in all tools for 1d20 hours.
26: The user can fluently speak the next foreign language they encounter for 1d4 days.
27: The user can permanently speak any language of their choice.
28: The user's proficiency bonus is doubled until a short or long rest are completed.
29: The user gains 1 point of inspiration.
30: The user becomes permanently proficient in all weapons, armor, and tools that they use in the next 1d4 minutes.
31: The user gains expertise in 1d20 skills of their choice until they get hit, at which point their expertise is negated.
32: One of the user's ability scores of their choice permanently increases by 1.
33: The user gains 1d4 levels of exhaustion when they next cast a spell.
34: The user's voice deafens all who hear it, excepting the user. The effect dissipates after 2d6 hours.
35: The next time the user can see a non-humanoid creature, they become frightened of that species of creature for 1d4 days.
36: The next time the user touches gold, everything except the user in a 1 mile radius is stunned for 1d4 minutes.
37: The user becomes invisible for 1d4 minutes. However, for every minute that the user is invisible, the user loses 5 gp.
38: For 2d6 days, when the user makes a Charisma (Performance) check, everything that witnesses the performance is charmed.
39: The user loses 40 gp, loses half their current hit points, and falls unconscious.
40: The user becomes paralyzed for 1d4 minutes. After the minutes are up, the user regains all of their hit points.
41: The user becomes poisoned, prone, and petrified for 1d4 minutes.
42: The user's current worn armor (or clothing if the user is not wearing armor.) becomes cursed, where its weight doubles and it's no longer able to be taken off. The curse can be dispelled by making a DC 13 remove curse spell.
43: One of the user's weapons of their choice becomes able to cast Cure Wounds 1d4 times for free.
44: The user's armor, clothing, and equipment becomes filled with sand.
45: One of the user's weapons of their choice becomes green and spiked, causing 1d4 piercing damage when picked up. The effect wears off after 1d4 days.
46: The user's armor turns itself inside-out, and, as a consequence, no one can have proficiency in that piece of armor. The armor can be fixed by a blacksmith for around 60 gp.
47: All liquids within a 1 mile radius (that are not inside creatures) turn into molten gold.
48: All dirt within a 1 mile radius turns into sand, and vice versa.
49: The user's equipment is teleported 1d20 feet up in the air.
50: Everything that's not alive within a 1 mile radius is teleported 1d20 feet up in the air.
51: 1d20 goblins suddenly appear 1d20 feet above the user.
52: The user turns into a goblin and forgets all languages except Goblin, which they now know. The user's ability scores all become 10, they no longer have any proficiencies, their AC becomes 10, they lose all equipment and money, and any features, traits, or spells known before are gone. All of these effects are temporary, and everything is restored after 2d6 minutes.
53: The user disappears, and a conniving Neutral Evil goblin with their exact equipment, ability scores, proficiencies, background, languages, etc. takes their place until they are killed, at which point the user is teleported on top of the goblin's corpse, unconscious. (The user's player takes charge of the goblin.)
54: The user gains the feature Goblin Smite for 2d6 days, which adds an extra 1d4 radiant damage to attacks inflicted on goblins.
55: The user becomes paralyzed for 1d4 rounds upon allowing harm to befall a goblin. This effect stops after 2d6 days.
56: The user is turned into an unmoving statue on a pedestal, with an inscription (in Common) on a plaque that states "A single mile north from here is where you shall find your friend. Treasure abound. This advertisement was paid for by the GG Encampment." One mile north of the user is the Goblin Gorgon Encampment, with goblins aplenty. A coffin in the Goblin Gorgon Encampment has the user's name on it, but there's actually an unconscious gorgon with a permanent spell put on it to look like the user. Once the gorgon impostor is killed, the user turns back to normal.
57: The user gains a regenerative scratch-off lottery ticket. The ticket can be scratched upon gaining it, and each time the ticket is scratched, a d100 is rolled. If the d100 roll becomes 100, the user gains 100 pp. If the d100 roll becomes 1, the user becomes 100 pp in debt. The ticket can be scratched a total of 1d20 times before bursting into flame. The ticket was made by the Goblin Gorgon Encampment.
58: The user gains 1 pp that expands into an animated and hostile platinum goblin after 1d4 hours.
59: A platinum-plated goblin statue appears and hovers 1d20 feet above the user at all times. However, if the goblin statue can't hover above the user, it explodes in a 5 ft. radius explosion that deals 1d8 fire damage to everyone caught in the blast.
60: 1d100 friendly hobgoblins appear from nearby. However, they cause everyone who gazes upon them to become frightened.
61: The user gains the effects of Mage Hand permanently for 2d6 days. After the amount of time is up, the mage hand tries to grapple and attack the user for 1d4 choking damage.
62: The user gains all of the effects of Fey Ancestry for 1d4 days. However, for every day that the user doesn't sleep, they gain 1 level of exhaustion.
63: The user gains the ability to cast Wish 1 time for free. However, if the user tries to use Wish to cast a spell, they gain 1d4 levels of exhaustion and take 3d10 necrotic damage.
64: The user is able to cast Cure Wounds until the user takes a short or long rest. However, the user takes 1d4 necrotic damage each time they cast Cure Wounds.
65: The user gains the Lucky feat until a short or long rest are completed.
66: The user gains the ability to cast Prestidigitation for 5d20 rounds.
67: The user gains the ability to cast a fake spell, known as Laryloong, for free. When the user tries to cast Laryloong, they turn into a gnome for 1d4 days. At the end of effect, they turn back into whatever race they were before, their Intelligence score increases by 1, and their Strength score decreases by 1.
68: The user gains the ability to cast a fake spell, known as Aaeronomics, for free. When the user tries to cast Aaeronomics, they lose 1 gp, and they gain 1 fake gp that dissolves into methane gas within 1d4 hours.
69: The user gains the ability to cast a fake spell, known as Wish (Act II), for free. When the user tries to cast Wish (Act II), they gain proficiency (or double proficiency) in a skill of their choice, lose 3 gp, and they lose the ability to cast Wish (Act II).
70: The user gains the ability to cast a fake spell, known as Time Stop (Act II), for free. When the user tries to cast Time Stop (Act II), the user along with all of their equipment on them becomes frozen in time for 1d4 rounds, although everything else in existence can move through time normally. This effect ends if an object not stopped in time interacts with an object stopped in time.
71: The user gains the ability to cast a fake spell, known as Power Word Kill (Act II), for free. When the user tries to cast Power Word Kill (Act II) and they have 1d100 hit points or greater, they lose all of their hit points and fall unconscious.
72: The user gains the ability to cast a fake spell, known as True Resurrection (Act II), for free. When the user tries to cast True Resurrection (Act II) on another creature, that creature turns into a mindless and invulnerable undead.
73: The user's alignment shifts one square towards chaotic, or neutral if they are already chaotic.
74: The user is transported to a plane of existence of their choice.
75: For 1d4 days, the user gains the ability to breathe underwater with gills, their walking speed halves, and their swimming speed triples.
76: For 1d4 days, the user gains a 1d4 penalty to all passive scores.
77: For 1d4 days, the user is able to get up, climb, swim, crawl, and jump with the same speed as their walking speed.
78: The user can add 2d6 to all Dexterity (Stealth) checks made while crawling until a short or long rest are completed.
79: The user can add 2d6 to all checks made to identify Dwarvish-made or Elven-made equipment until a short or long rest are completed.
80: The user can add 2d6 to all checks made to play an instrument until a short or long rest are completed.
81: The user can replace 1 check rolled to deceive or confuse a creature with a flat roll of 4d4.
82: The user can replace 1 check rolled to open a door with a nat 20.
83: The user can replace 1 check rolled with a nat 1.
84: The next roll against being charmed that the user makes has disadvantage.
85: The next roll the user makes to be cured of a disease or poison has disadvantage.
86: The next roll the user makes to find water has disadvantage.
87: For 2d6 days, the user's lifestyle expenses are halved and doing a downtime activity takes one-fourth of the time needed.
88: The next food or drink the user eats hurts them for 2d6 poison damage and poisons them for 2d6 hours.
89: The user takes no falling damage until a short or long rest are completed.
90: Time is stopped for everything except the user and anything created from this effect. This effect also causes the Dungeon of Time to rise up from the earth in front of the user. The Dungeon of Time features two rooms: the main hall, and the time room. The time room allows the Dungeon of Time's time to be reversed to 4 different periods of time when a lever is replaced in the time slot and cocked to the appropriate level. When the Dungeon of Time's time is set to a period of time, the main hall fills with hostile creatures, either goblins, a mage, hobgoblins, or nobles. The period of time that features the hostile mage also holds the crystal of time, which has the power to destroy the Dungeon of Time and restore the flow of time in the rest of the world.
91: The user's entire party is transported to a parallel universe that's exactly the same as the normal universe, except that its elves look like dwarves, its dwarves look like elves, its humans look like halflings, and its halflings look like humans. The only way to get back to the normal universe is to kill 2 humans or elves.
92: One of the people in the user's party (who is not already a tiefling) is turned into a tiefling who only knows the Infernal language. This effect lasts for 1d4 days before that person is turned back to normal.
93: The user is transported to the astral plane for 1d4 minutes.
94: The earth beneath the user's feet falls away, and they fall for 1d4 minutes until they fall into a parallel universe that is exactly the same as the normal universe. For as long as the user falls, they take no falling damage.
95: The user gains wings with the ability to fly and has a flying speed of 60 ft. This effect lasts for 1d4 days or until the user takes an amount of damage equal to or greater than half their max hit points, at which point their wings burst into flame and the user takes 1d4 fire damage.
96: All food and liquid that touches the user's lips for 2d6 hours turns into a living and hostile slime.
97: The user gains the ability to cast any cantrips of their choice for 1d4 hours.
98: The user gains the ability to cast any spells of their choice for 1d4 minutes and for free.
99: The user asks the DM a question that must be answered with a lie.
100: A friendly and intelligent tarrasque with the alignment of the user appears from the earth to assist the user. The tarrasque melts into acid after 1d4 hours and dissolves the ground underneath it.