Deck of Weals and Woes (5e Equipment)

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Wondrous Item, Legendary (Major)

This magical deck of tarot cards, much like its cousin, the Deck of Many Things, is made of unique materials, either paper thin mithril, or polished darkwood. The deck contains 25 cards.

Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly (you can use an altered deck of playing cards to simulate the deck). Any cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous draw. If you fail to draw the chosen number within that time limit, the remaining number of cards fly from the deck on their own and take effect all at once.

This deck may only be used by any given creature once every four weeks. If a creature attempts to declare further draws after their first declaration, the deck treats them as if they did not declare.

Once a card is drawn, and its effect takes place, it fades from existence. The card reappears in the deck, making it possible to draw the same card twice, even in a single round of declared draws.

1: The Scythe: You die. This cannot be prevented by any effect other than that of the Raven.

2: The Raven: You may choose to redo any one event that occurs to you, within one minute of it happening, potentially resulting in a different outcome. This is one of the few ways to reverse effects of cards in this deck, or the Deck of Many Things.

3: The Gambler: Add two to the number of cards you initially declared. You must draw them as per the normal rules.

4: The Guillotine: You magically lose one limb or appendage, the wound healing instantly except for the limb. Roll 1d10. The number rolled determines which limb is lost. See the lost limb table for additional details.

Lost Limb Table: d10 10: One Ear 9: One Finger 8-7: Left Foot 6-5: Right Foot 4-3: Off Hand 2: Main Hand 1: Head (Death)

5: The Doppelganger: Somewhere in the world, an exact duplicate of you appears. It has the same appearance, equipment, and knowledge as you. The only difference is that its alignment is opposite yours. Lawful becomes chaotic, and good becomes evil, or vice-versa. This duplicate is drawn to you, and seeks to eliminate you.

6: The Bull: You feel great strength coursing through you, but at the expense of your mind. Roll 1d4 and add that much to your strength score, which can increase it above 20. Subtract the same amount from your Intelligence score.

7: The Cat: You feel yourself growing nimbler and more agile, but at the cost of your wisdom. Roll 1d4 and add that much to your Dexterity score, which can increase it above 20. Subtract the same amount from your Wisdom score.

8: The Golem: You gain a tough exterior and more hardy body, but at the cost of your charisma. Roll 1d4 and add that much to your Constitution score, which can increase it above 20. Subtract the same amount from your Charisma score.

9: The Sage: You feel a transformation in your mind, bringing with it the wisdom of an old wise one. However, you also feel yourself becoming less agile with your newfound wisdom. Roll 1d4. Add the number to your Wisdom score, which can increase it above 20, and subtract the same amount from your Dexterity score.

10: The Scholar: Your mind undergoes spontaneous growth, and you feel yourself becoming more intelligent, but at the cost of your physical strength. Roll 1d4. Add the number to your Intelligence score, which can increase it above 20, and subtract the same amount from your Strength score.

11: The Tongue: You feel a change in your mind, feeling yourself able to speak and act more persuasively. However, this comes at the expense of your physical endurance. Roll 1d4. Add the number to your Charisma score, and subtract the same amount from your Constitution score.

12: The Scale: You instantly age by 2d10 years, taking the same amount as psychic damage. You then have advantage on all skill checks that you are proficient in, and disadvantage in all others. A god, a wish spell, or the Raven card can reverse this effect.

13: The Star: Increase one of your Ability Scores by 2. The score can exceed 20 but can't exceed 24.

14: The Vizier: At any time you choose within one year of drawing this card, you can ask a question in meditation and mentally receive a truthful answer to that question. Besides information, the answer helps you solve a puzzling problem or other dilemma. In other words, the knowledge comes with Wisdom on how to apply it.

15: The Mire: You feel your mind slow as your draw his card. You cannot keep your defenses up as efficiently in combat, permanently suffering a -2 penalty to AC, though this does not affect flat AC increases from heavy armor. Only a god or a wish can end this curse, though the Raven card can prevent it.

16: The Tutor: You gain a feat of your choice, as long as you meet the requirements.

17: The Key: A rare or rarer magic weapon with which you are proficient appears in your hands. The DM chooses the weapon.

18: The Lightfoot: You feel your steps become lighter, making moving easier. You permanently gain 10 movement speed.

19: The Euryale: This card's medusa-like visage curses you. You take a -2 penalty on saving throws while cursed in this way. Only a god or the magic of the Raven card can end this curse.

20: The Rogue: A nonplayer character of the DM's choice becomes hostile toward you. The identity of your new enemy isn't known until the NPC or someone else reveals it. Nothing less than a wish spell or Divine Intervention can end the NPC's hostility toward you.

21: The Ally: A nonplayer character of the DM's choice becomes enamored with you. The identity of the new friend isn't known until the NPC or someone else reveals it. The NPC will do everything in their power to aid you as though you were a life-long friend.

22: The Charity: Your lowest Ability Score increases to match your second lowest score. If no single Ability Score is less than all others, then all of your lowest scores each increase by 1.

23: The Drow: You gain Superior Darkvision. You have darkvision to a range of 120 feet. If you already have darkvision to that range, gain an extra 60 feet. You also gain Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

24: The Gate: You gain one casting of the Gate spell without need of material components, but the following change is in place. Rather than choosing the destination, any that step through the gate are transported to a random plane of existence. All will end up in the same plane, and the gate remains open for the normal duration of one minute. During that time, it creates a pocket of safety similar to Leomund's Tiny Hut.

Roll a d20: 1-5 = random location on the material plane, determined by the GM; 6-7 = Feywild; 8-9 = Shadowfell; 10 = Air; 11 = Earth; 12 = Fire; 13 = Water; 14 = Mechanus; 15 = Elisium; 16 = Mount Celestia; 17 = Limbo; 18 = The Nine Hells; 19 = Arcadia, 20 = Sigil

25: The Arcane: All forms of wealth that you carry or own, other than Magic Items, are lost to you. Portable property vanishes. Businesses, buildings, and land you own are lost in a way that alters reality the least. Any documentation that proves you should own something lost to this card also disappears. However you are compensated by the gods with a magical item that appears at your feet. This item is chosen by the GM, and must be both usable to you, and of rarity Very Rare or higher. If that item has the attunement property, you, and only you, may attune to it without using an attunement slot.


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