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The Deck of Minor Things

A Deck of Many things Alternative For GMs Who Don't Want To Ruin Their Campaign.
The Deck of Minor Things (Cont)
The Deck of Minor Things Roll Card Drawn
Originally a random idea I thought of one day while bored at 31 The Wardrobe
work while remembering the campaigns that had gone awry 32 The Anchor
while using the Deck of Many Things, I realized, what if there
was another option for effects that would change things and 33 Sleeping Beauty
give the feeling of lasting effects on characters without simply 34 Balanced Portent
removing characters from the game entrietly (I'm looking at
you Donjon and Void) or puts a chartacter above the party in 35 The Tax Man
a way that creates a major imbalance (I see you there 36 The 4 Leaf Clover
Commet, Sun and Moon) or just ruins the character roleplay 37 The Shade
or cohesion wise (Begone Balance), so I decided to outsourse
it all to reddit over at /r/d100 and make a list of 100 cards 38 The Rope
that have meaningful changes but do not cause an issue with 39 The Pauper
one person esentially becoming the star or someone just
instantly losing their character for good. So I present you , 40 The Fog
"The Deck of Minor Things" 41 The Mother
The Deck of Minor Things 42 The Clone
Roll Card Drawn 43 The Vessel
1 The Manor 44 The Stinkbug
2 The Puppet 45 The Earth
3 The Knickknack 46 Murder Of Crows
4 The Saddle 47 The Goblet
5 The Skull 48 The Fountain
6 The Ember 49 The Blank
7 The Bait 50 The Hanged Man
8 The Turnabout 51 The Whetstone
9 The Physician 52 The Inception
10 The Corruptor 53 The Compass
11 The Follower 54 Amnesia
12 The Moon 55 The Cheeky Monkey
13 The Tarrasque 56 The Surprise Cow
14 The Shylock 57 The Menagerie
15 The Liar 58 Unattunment
16 The Fossil 59 The Prodigy
17 The Dauphine 60 The Dancer
18 Une Chat Noir 61 The Carafe
19 The Warrior 62 The Spring
20 The Balance 63 The Tent
21 Compelled Roshambo 64 Sunshine
22 Vegetable Lamb 65 Card of the Long Stride
23 The Pyro 66 Mountain Out of a Mole Hill
24 Pestilence 67 The Eye
25 The Rebis 68 The Anvil
26 The Cornucopia 69 The Hammer
27 An Inconvenient Murder 70 The Fish
28 The Owl 71 Vat of Lard
29 The Boat 72 The Abacus
30 The Judge 73 The Lover
The Deck of Minor Things (Cont) The Saddle - Contains an image of a finely made leader
Roll Card Drawn saddle - When drawn it flutters to the ground in front of the
74 Deaths Call
person who drew it and transforms slowly creates a large
finely bred warhorse with saddle and barding, the horse is
75 The Dragon loyal only to the one who drew the card.
76 The Haunted The Skull - A simple design of a stylistic human skull. -
When drawn the card cracks and crumbles away as if aging
77 The Wild rapidly, 2d10 skeletons armed with aged and rusty equipment
78 Card of the Gods crawl up from the ground around the person who drew the
79 Card of the Dragon
card, they are loyal to no one and wish to kill the living, they
along with their equipment fade to dust when slain.
80 The Guillotine
81 The Athlete The Ember - Depicts smoldering embers in a fire pit - When
drawn the card smolders away dispersing as embers in all
82 The Philospher directions, it causes a major fire to start around the person
83 The Prizefighter who drew the card, starting 1d10 fires in the vicinity, that
grow and spread unnaturally quickly for 1 minute before
84 The Red Fountain becoming mundane, will ignite things in order of preference
85 The Poisoned Fountain structures>vegetation>equipment>creatures (making it much
86 The Lucky Gambler more dangerous in cities, forests or dungeons)
87 The Withered One The Bait - Contains an image of a well seared streak hanging
88 The Madness on a string - When drawn the card slowly turns into a soft
fragrant vapor that wraps around the person who drew the
89 The Driver card, the person who drew the card becomes permanently
90 The Sphere of Destiny extremely appetizing and will attract carnivorous creatures to
91 The Honeyed Tongue them, the person permanently smells of an excellently cooked
meal matching the favorite food of whomever is smelling
92 Clay them. (Possible bonuses to charisma based abilities
93 Tempest circumstantially, but much more difficult combats as
creatures with smell can find them with ease and may want
94 Luck Swap to target them before anyone else)
95 The Apprentice
96 The Spell Scribe The Turnabout - Depicts a scapegoat in distress - The next
card you draw from the deck, (after drawing, but before the
97 The Arcanist round in which the effects are applied) you may decide to
98 The Archmage whom the effects of the card are applied to. The effects of the
card are applied to any sentient creature you can specify by
99 The Divining Key name and have seen at least once, anywhere within the same
100 The Forgotten plane. If the target is dead, or on another plane, or within the
confines of an antimagic field, the effects are applied to the
The Manor - A card depicting a run down dark and card-drawer and the disembodied sound of warhorns can be
abandoned home - When drawn and seen, the card itself heard everywhere within 1000 feet. Otherwise, the target
burns away in a flash of flames leaving behind a fluttering must make a DC18 WILL save, if they fail, the effects are
deed to a home behind in the smoke. (The size of the house is applied to the target and the sound of warhorns plays there.
determined by rolling 1d10, 1 being a small hovel and 10 On a success, the effect is discarded.
being a large manor, depending on level the DM may change
this die but maintain the scale to keep very low level players The Physician - Depicts a man in white robes with a number
from inheriting enormous homes valued in fortunes) The of colourful vials - When drawn 2d4+1 Healing potions fall
home is decrepit and crumbling, locale tbd by DM from the card. Lvl 1-5: "Regular", Lvl 6-8: "Greater", Lvl 9-12:
"Superior", Lvl 13-15: "Supreme", Lvl 16+: " Supreme" plus
The Puppet - Contains an image of a blank marionette on (only one of) Wand of Mass Cure Wounds, (CL 16)
strings hanging - Allows the player use of the spell Unseen
Servant, once daily without expending a spell slot The Corruptor - Depicts a dark purple shade reaching
outwards -After drawing the card the wraith reaches from the
The Knickknack - Contains an image of a small pile of card and places its slimy oozing hand upon the persons
trinkets - Roll 1d6 times on the minor magic item table. cheek, it leaves a dark purple arcane mark on the persons
Found here: upper neck and cheek. Each time they heal, by any means
https://www.reddit.com/r/d100/comments/dk3d8g/lets_build_ (natural, potion, magical) they heal only half as much. This
effect lasts until they have a spell of Restoration or Remove
Curse cast upon them, at which point, a copy of this card
reappears in the deck.
The Follower - Depicts a simple man in peasants clothes The Dauphine - Depicts a knight standing guard at the side
following behind a knight on horseback - You gain a follower of an opulent throne - When drawn the card billows away into
of compatible class and alignment, with a backstory quest (of the wind forming itself into a finely stamped letter,
difficulty achievable by the players, with some effort) disappearing entirely as soon as it is no longer in view. A
compatible with the DM's world; who will loyally (but not haughty noble heir appears on your doorstep the next
suicidally) fight by your side as an ally. (They start at LVL Half morning and demands that you be their bodyguard. Protect
Average Party Level (minimum 1), and share in half any the heir's life for one week, and receive (Your Level
experience the party gains) If they are treated poorly, abused, Doubled)d6×1d100 gold or a small Knight's demesne worth
or do not adequately share in any rewards your party gains the same amount, in service to the heir's noble parent.
(25% of a full share), they will sour and cease following. If the
party is able to aide the follower to complete their backstory Une Chat Noir - Depicts a small black cat rubbing upon the
quest the person will swear complete loyalty to the person calve of a robed figure - The card glows a moment as it
who has aided them. morphs itself into a small onyx figurine of a black house cat.
For 1d6 hours per day, while within 1000 feet; the cat can
The Moon - Bearing a design of the phases of the moon - telepathically receive orders from you, (which it attempts to
when drawn and held to one of the character's weapons obey) and can share what it senses with you. Once per day,
liquid silver slowly pours out onto the weapon, wrapping you may summon the statue to your location from anywhere
around it. The weapon becomes coated in a thin layer of it may be, provided you are on the same plane as it. If the
silver with intricate designs of the phases of the moon living form of the cat is destroyed, it reverts to statue form,
surrounded by stars, the current phase of the moon glows which is rather durable, and may not be used again for 24
faintly white on the blade. hours.
The Tarrasque - Depicts the Tarrasque - Whichever mage The Warrior - Depicts a muscular shirtless man holding a
designed this card was clearly fond of pulling pranks. The sword aloft - The Card flutters up and taps against the person
card merely creates the illusion of the legendary monster, who drew it's forehead before turning to fine dust. The
which is visible to all creatures within visual distance. The person who drew the card gains any one weapon proficiency
illusion appears 500 to 1,000 feet away, and vanishes after 1 of their choice.
minute.
The Balance - Depicts a figure depicting duality of an angel
The Shylock - The card depicts a smiling man with slicked and a devil split down the middle - This card revives both an
back hair holding forth a large pouch of money, while his off ally and an enemy previously known by the person who drew
hand is clenched in a fist - The drawer of this card receives the card, those who were revived are unknown to the person
5,000 gold directly into their inventory. 48 hours later they who drew the card.
receive a note sharing that the payback of said "loan" is
expected in 7 days time at the stroke of midnight. If that Compelled Roshambo - Depicts three hands, depicting each
amount is in their inventory 7 days later, 4,500 of it will be symbol of Roshambo - When drawn from a deck, the
removed. If 5k gold is not there at that time, the player will cardholder may save it for combat. In combat, the holder
awaken missing a random item from their inventory and will targets one humanoid within a 5ft range, the being must beat
take 1d12+5 psychic damage immediately once awake from a wisdom save DC 10+ the holder's charisma. On a success
that long rest. They will find another note stating that the 5k nothing happens and the card's ability can't be attempted
payment will be expected in 3 days at midnight. The item again until after a long rest has been completed. On a fail, an
removal/1d12+5 process repeats itself every 3 days until the impenetrable bubble forms around the card holder and the
5k gold is collected in full. Upon payment, the last item taken enemy. The holder and enemy are no longer engaged in
is also returned. (This may seem a bit complicated, but it's a combat, but forced to spend the remainder of the encounter
fun one if pulled by an impulsive player who doesn't know playing Rock, Paper, Scissors. Whomever turn it is rolls a
what a Shylock is.) d10, and then they engage in the Roshambo. Whoever loses
has the rolled amount deducted from their hitpoints, on a tie
The Liar - Depicts a devious looking rogue- When drawn the they each take half. The bubble drops and the roshambo is
card turns to vapor and enters the characters mouth. Until a over with the first person to reach one hitpoint. (They are
long rest is taken, all NPCs will think anything the character unconscious until healed or after 8 hours.) Once initiated the
says is a lie, after this rest the character receives roshambo, cannot be interrupted in any way. The card turns
disadvantage on persuasion checks until they have a spell of to ash after the roshambo has been successfully completed.
Restoration or Remove Curse cast upon them The card automatically fails if the enemy lacks hands.
The Fossil - The card depicts skeletal remains embedded in Vegetable Lamb - this card depicts a lamb growing from a
stone. - When drawn a fossil of indeterminate origin will plant stalk - That is indeed what appears. It will eat any
appear; it is only worth 50 GP, but can be re-animated vegetation within reach, if it has none it will eat its stalk and
through magical means into a random, odd, or non-existent die. (it consumes two pounds of hay or equivalent vegetation
prehistoric creature. It is neutral but the Drawer has or vegetables, and can survive a total of 3 days without food
advantage on animal handling checks. Revival requires magic before eating its stalk If the PCs keep it alive until maturity
that can animate the dead or turn flesh to stone reversal. the stalk detaches harmlessly and the person who drew the
card gains a ram animal companion whose creature type is
plant.
The Pyro - The card depicts a person in flames screaming The Boat - Depicts a wooden dingy bobbing in a sandy bay -
towards the sky - the person who drew this card feels their A well designed and beautiful, (Lvl 1-5: Ship's Boat 500gp; Lvl
skin tingle with heat, if struck by any fire damage they begin 6-10: single masted schooner worth 3,000 gp, lvl 10-15: A 3
to burn, they take 1d6 fire damage at the start of each turn, masted sailing ship worth 10,000 gp, lvl 15-20: A warship
each time they recieve fire damage this damage increases to worth 30,000 gp) appears, within 1000 feet of the player's
a maximum of 5d6 damage when they are fully engulfed in position. It is unarmed, unloaded, and uncrewed, but properly
flame, this damage can only be stopped by taking a full round supported for being on land (or in wster), and does no
to pat themselves out for each die they have accumulated, or damage to anyone or anything. In the player's posessions they
to fully immerse themselves in water. Anyone in physical will find all relevent local documentation to prove that the
contact with the person during this time takes half as much ship is theirs. They just need to move it to water.. if they can,
damage as the person who is burning. Pestilence - depicts a or find a crew, if it is already in the water.
dark rider in green robes surrounded by flies and various
insects - The card turns into a swarm of flies that maul and The Judge - Depicts a gavel striking a table - As the person
swarm the he person who drew the card, entering into their draws this card they feel themselves pulled from their body,
mouth and nose, the person contracts an illness which isn't they are made to stand trial in the plane ethereal for any
contagious but progresses slowly in early stages it is only major crimes commited, the accused ( who drew the card) is
annoying, the disease is up to DM discretion. allowed to bring one other with them from the immediate
vicinity of their body, they are made to stand trial for any
The Rebis - this card depicts a two headed individual, half serious crimes they have commited based in the average laws
king half queen. When drawn roll percentile dice. 1-50 you of the world, as such it may exclude things that might simply
change sex. 51-95 you developed traits or features of both get them in trouble in an outlier nation with strange laws, the
sexes. 95 to 100, lose all primary and secondary sexual accused and their aide must argue their case, at which point
characteristics. This effect lasts until they have a spell of the ethereal judge will administer justice in the form of a
Restoration or Remove Curse cast upon them. The curse that appears as an arcane mark somewhere on the
Cornucopia - this card depicts a horn shaped wicker basket accused's body, the longest period of time this curse will
overflowing with gourds (including squash and pumpkins), remain is 1 year and the severity is based on the crimes
corn, and root crops ( potatoes, turnips, onions, etc) -Upon committed and the strength of the argument in favor of the
looking at the image of the card, it begins to grow and turn to accused (Curses may be things such as unable to lie, unable
wicker weaving itself into the depicted cornucopia, the to light fires, must donate x% of profits to a charity of some
cornucopia has 2 charges, it regains one charge each week at kind, must buy a round of drinks for any pub they enter, They
dawn of the first day, at the cost of a charge, it can summon should be punishing but not debilitating and should match
unlimited vegetables for an hour, these veggies must be the crime in some way)
plucked from the cornucopia and will not fall from it if it is
tipped over. The Wardrobe – An image of an open wardrobe filled with
various garments. - When drawn the card becomes heavy and
An Inconvenient Murder- Depicts a flock of shadowy birds. - then drops to the floor as an ornate travelers trunk, the trunk
Once drawn, the card turns into a crow, which turns and can be used once per day to provide 1d6 characters with
screams at the holder before flying up to a nearby ledge, over clothing appropriate to their current situation, for example;
1d4+1 hours more crows slowly assemble around the cold-weather gear such as furs and scarfs for adventuring in
original forming into a flock of thirteen spectral crows which the snowy mountains or fine garments for a meeting with the
follows them. The flock gives constant loud updates of where local nobility. The Wardrobe cannot provide armor or magical
the drawer is currently located. Any stealth check instantly items, and the clothing it creates vanishes if its power is used
fails and any hearing perception checks are at a again or if the person who drew the card attempts to sell or
disadvantage. This can be put on pause each day by leaving trade the objects it creates.
out a bowl of food, dried meats, breads, berries, nuts ect are
valid foods for this. This effect lasts until they have a spell of The Anchor - An anchor sits diagonally across this card, half
Restoration or Remove Curse cast upon them. submerged in a turbulent ocean - The character permanently
loses 5 feet of movement speed and their swim speed is
The Owl - Depicts an owl with wings outstretched in front of halved. Every round they spend submerged in water they sink
a moon - The card shakes and disappears into a puff of 5d4 feet. The character makes saves against being moved at
feathers before slowly the feathers form into the form of an advantage. Effects that cause you to move against your will
owl. The person who drew the card gains the Find Familiar have their distance halved. As a reaction the character can
spell as a ritual, but its familiar form is limited to that of a cause their movement speed to become 0 until the start of
sentient owl. their next turn.
Sleeping Beauty - This card depicts a finely dressed woman
sleeping on a stone slab surrounded in flowers - the person
drawing this card gains a permanent +1 to charisma but falls
into a magical sleep. Lesser restoration has a chance to wake
them, (roll similar to dispel magic against a spell of 9th level)
or via a condition being met, the condition to be met is
spelled out in a riddle which embosses itself over the image
on the card.
Balanced Portent - This card shows a central figure in deep The Clone - A human male looking into the mirror. The
meditation that is surrounded by opposing omens (four leaf image in the mirror is not right-left reversed - The card
clover opposite a shattered mirror, a dog with an old shoe in vanishes in a flash of white light, being replaced with a
its mouth opposite a black cat, ect.). - When drawn the card perfect replica of the person who drew the card, including
gives the drawer the ability to give themselves advantage on a their gear. However, the person has limited control over the
single roll for the day. This is balanced by the dm being able Clone in that it does the opposite of whatever they do.
to instigate disadvantage on one roll the player must make Sounds and spoken words are repeated a half second later by
per day. The advantage/disadvantage provided by this card the clone but backwards, and the Clone moves in the
cannot be countered by the opposing card power (i.e. player opposite direction of the original. The Clone and its gear are
advantage to overcome dm disadvantage or vice versa). otherwise nonmagical and have the properties of card stock,
meaning that they will burn very quickly or become
The Tax Man - An image of a greedy noble with fine clothes irretrievably soggy if exposed to liquid. If the clone survives
and an outstretched hand - When drawn, the player who drew until the person goes to sleep, the clone will get up and
the card loses 25% of their gold/silver on their person. attempt to murder the player and to take their place if they
are able to.
The 4 Leaf Clover - Depicts a 4 leave clover on a soft blue
background - When drawn it turns into a 4 leaf clover pin, the The Vessel - The card shows a villager carrying water from a
player has the option to re-roll any d20 check roll. Each time well. The holder is transformed into a bucket for 1d12 hours
the player does so - the pin loses one of the leaves on the (or minutes if you're less cruel). The bucket cannot be
clover. When the last leaf is used, the pin crumbles away. destroyed, and any damage inflicted on it does not transfer to
the Cardholder upon reverting to his/her original form. For
The Shade - Depicts a shadowy figure hiding from a bright weeks afterward the user has a strange metallic taste in their
light that is coming around a corner - When drawn the mouth.
persons eyes turn a dark purple-black colour losing all other
colour in them, the persons skin pales slightly, the person The Stinkbug - This card depicts a stink bug - The holder
gains sunlight sensitivity (see Drow) if the person wishes this smells really awful for 2d10 days. No amount of soap will get
can be removed using remove curse or lesser restoration at rid of the stench.
5th level or higher
The Earth - depicts a lush flower filled meadow - The card
The Rope - depicts a person being garrotted by a hooded, holder can cast the Druidcraft can trip at Will.
shadowy figure - The card holder becomes the target of an
intelligent and relentless assassin who would stalk their prey Murder Of Crows - depicts a large group of crows in flight
until the moment to strike. with one veering away from the flock - The card drawer gains
a crow as a familiar, acting as if the Find Familiar spell has
The Pauper - A card depicting an emaciated person in rags. been cast but only able to be used for the form of a crow.
All coinage and jewellery on the draw-er disappears, except
for magical items. The Goblet - depicts a golden goblet with a silver liquid
swirling within - The card transforms into the pictures goblet
The Fog - depicts a landscape covered in a thick fog. The with liquid. Roll 1d6 to determine the contents each day at
weather for 30 miles around changes to fog for d100 hours, dawn which only becomes active once consumed. This could
with only 20ft visibility. Not even the sun can be seen clearly, be a healing potion, poison, potion of heat resistance,
only it's approximate location. Durring this fog 1d4 small air invisibility, acid etc - ten different effects should be chosen at
elementals and 1d4 steam mephits arrive from the fog the DMs discretion.
somewhere within the 30 mile radius and move towards the
person who drew the card every 1d8 hours until the fog is The Fountain - On this card is an image of a bubbling spring
lifted, they are hostile and know where the person within the - When drawn the card begins to drip water until it is soggy
fog is at all times. and eventually it crumples and disintegrates. A small crack
opens in the nearest rock or ground, and water begins to
The Mother - a card depicting a woman holding a baby - The gently bubble out of it at a rate of one cup's worth every
card expands to a 3ftx2ft window, through which the drawer minute. This water is potable and perfectly clear.
can see their mother. If dead, they can ask them three
questions. If alive, the mother acts as if a magical window The Blank - It appears to be a white card - However, it is
with their child through it has appeared in front of them, sticky like a sweet bun tastes like one, the card gives
which indeed it has, bit it will disappear after 6 exchanges of invisibility when taking a bite (about 5 bites per card), and
conversation. Nothing can be passed through the window greater invisibility when consuming the whole card, though
however. the character needs to make a constitution check, or spit out
the card, loosing all effects it would have had, only granting
invisibility to the one who tried to eat it.
The Hanged Man - An image of a hanging man - as the card The Prodigy - A card depicting a child playing a violin to a
is drawn it suddenly changes into a rough hemp rope with crowd - Drawer gains a advantage on perform and crafting
swirling black energy around it that tightens around the skill checks for 24 hours. The person gains proficiency in a
persons neck and lifts them 1 ft off the ground choking them. skill at random, if this skill is already proficient it becomes
The spectral rope wraps around their neck and trails 2ft up expertise.
before disappearing. It can only be cut with silver or magic.
The Dancer - A card depicting a jester dancing around
The Whetstone - depicts a gnome seated at a large arrows - Grants +5 to AC until an attack hits you. Attacks that
grindstone. They who draw the card shall be cursed such the cannot be prevented by AC doesn't cause this bonus to be
weapon or implements they touch use will randomly either lost.
gain or lose 1 point to dealt damage. (Flip a coin, player calls
for positive effect) If a nonmagical item gains 1, it becomes a The Carafe - Pictured as a Carafe of water pouring out and
magical weapon. An item changed by this curse cannot be so endless flow of water, the card slowly begins to melt as if wet,
affected again. The modifier only effects the cursed person. merging its image onto the skin of the person who drew the
card. Once per day, the wearer may cast Create or Destroy
The Inception - Staring into this card reveals an image of the Water with no components
viewer, staring into the endless repetition of seeing a picture
of themselves looking at a picture looking at a picture - The Spring - This card depicts a peaceful glen long forgotten
Receive a stack of every card that has been removed from the to humanity. Upon seeing its image, the person who drew the
deck previously to using this card. The cards automatically card develops an understanding of water that they had never
add themselves back to the deck, while a ghostly (but imagined possible. The user gains the ability to cast the
cheerful) chiming can be heard, along with a minor illusion of Shape Water cantrip. After looking away for any amount of
a large high-score appearing over the drawer's head. In game, time, the holder will see what everyone else sees, a blank
there is no rational explanation for this occurrence. card.
The Compass - Depicts a compass pointing in a random The Tent - depicts a small campsite with a fire burning
direction that seems to change the direction it points when brightly under a pot of stew - when drawn the card folds and
looked at from different angles - the player is transported 50 grows becoming a large, fully furnished officers tent.
miles in a direction determined by rolling a d8, if this would
put them in water they arrive in a small dingy with a compass Sunshine - the cards is green and waxy, and grows rapidly
that points towards where they had been previously and two covering the player. They are permanently green, and can go
paddles, the boat and oars turn to seafoam upon reaching twice as long without food as long as they are in the sun 8
shore. hours a day.
Amnesia - a picture of a brain with a question mark - the Card of the Long Stride - a pair of boots featured on this
player forgets everything that has happened over the last card - when drawn, the boots fall out and the card turns to
1d6+1 days, roll 1d20, on a 1 the person forgets one dust. Once per long rest, the player can use the dash action
proficiency or spell at random. as a bonus action while wearing these boots.
The Cheeky Monkey - depicts a laughing monkey - a baboon Mountain Out of a Mole Hill - a picture of a mole burrowing
appears and follows the player around for 1d4 weeks. The out of a mountain. When drawn nothing apparent happens,
baboon is indestructible, but otherwise has regular baboon and the card just vanishing when no one is looking. (the next
stats. The baboon is controlled by the DM and acts like a issue a player causes get blown hugely out of proportions)
regular baboon, albeit a bit more mischievous and annoying.
The Eye - Depicts a pair of eyes they appear to shimmer. -
The Surprise Cow - depicts a finely painted image of a cow When the card is draw and the deck holder makes eye
staring directly out of the card - At a random time some point contact with the car two beams of intense light fire out from
over the next week, a cow appears at a random point the eyes on the card. The card holder experiences a euphoric
somewhere within 20 feet of the player possibly in the air. feeling and is paralyzed until the beams end. Once the effect
is over the card holder has enhanced eye sight. Example:
The Menagerie - A card depicting various animals walking Human gains dark vision, anyone with dark vision gains
up a ramp - Transforms the one who draws it into a small or double distance on it
medium sized animal for 12 hours. Can be dispelled if a party
member has the magic to do so. Transformed character can The Anvil - Card is an image of a smiths anvil - When the
still cast spells if they are able to hold necessary implements card is drawn the card flies from the users hand and attaches
for it. itself to a random piece of armor. The sound of a smithy
pounding an anvil can be heard. The card turns dissolves into
Unattunment - A card depicting a crystal necklace breaking the armor piece on contact The armor to which the card was
off of someone's neck - The one who draws it is unable draw attached now has +1 AC or resistance to a DM selected
bonuses from magic items for 25 hours. damage type.
The Hammer- Card is an image of a smiths hammer - When The Haunted - The drawing character can speak to dead
the card is drawn the card flies from the users hand and once per week as if casting the 3rd level Necromancy spell of
attaches itself to a random weapon. The sound of a smithy the same name, with the following changes.The dead will
pounding an anvil can be heard. The card turns dissolves into manifest as a ghost next to their body. This ghost is
the armor piece on contact The armor to which the card was completely ethereal, and can only be heard or seen by the
attached now has +1 hit/damage or becomes a magical player. It lasts for 24 hours, and should be considered undead
weapon. for any effect interacting with it. Any damaging or banishing
effect that happens to it dispels it immediately.The player has
The Fish - The card is a picture of a fish - When the card is no control over the ghost, and the ghost cannot be forced to
drawn it becomes a bit of brackish water. The water moves answer anything. It might, or might not be willing to give the
down the arm of the card holder and wraps around the card player information that it knew in life. The character will also
holders throat. Once their the water changes to vapor. The automatically fail all intimidation/deception/persuasion
card holder now has gills. (DMs choice if they still breathe air checks with the ghost.At the DMs discretion the ghost might
as well) end up annoying the player profusely. Especially if the party
had a hand in it's death. Causing concentration checks on
Vat of Lard - The card depicts a large pot or vat full of large spells and disadvantage rolls in combat.There is a chance
of lard. - When drawn the card turns into a "wad" of rendered that this power will create ghosts from all dead creatures in a
animal fat. The card holder can now cast a limited form of 50' radius when used regardless of the age of the corpse.
the Spell: Grease once per day (DC based on users CON This chance is 5% per dead creature within 50' of the
mod). The spell is 1/4 the effect of the usual Grease spell (5ft character, again regardless of the age of it's corpse. (IE. If
square vs 10ft square) Casting the spell more than once per used in a graveyard or after a large battle this chance is
week will cause the card holders hands to become slick with almost certain to be 100%) There is no limti to the number of
lard for 24 hours. ghosts this power can create in this way. The ghosts are
aware of each other, and will almost certainly interact in ways
The Abacus - Card is an image of an abacus. The card holder detrimental to the character, but cannot physically interact or
now has to pay either 2x of 1/2 the price of items in shops harm each other.Each time this power is used there is a 10%
depending on the results from rolling a D4. Odds are 1/2 chance that it vanishes from the player. It can be removed
price, evens are 2x price. This effect is for an entire with a Remove Curse spel as well. The character also has the
transaction and can not be affected by any bonus or re-rolled option to simply choose not to use the power.
for any reason. the effect is permanent for each merchant,
and applies to any other party members as well, the card only The Wild - All spells that the character uses after drawing
takes effect if the person helms the interaction. After a single this card has a 30% chance of causing a wild magic surge to
activation the card returns to the deck. occur.There is also a 20% chance that this power leaps to
another party member during a surge. If this happens there is
The Lover - The Card depicts two figures entwined under an additional 20% chance that both characters remain
the sheets of a bed. The card holder now has someone who affected.If there are doubts on how a wild magic surge
loves them passionately. The lover will seek out the card resolves err on the side that it impacts the character/party
holder and beg to stay by their side. The lover will do what IT negatively. However surge results that would result in certain
thinks is best despite the consequences. The lover just wants death should be rerolled. (Be creative. The idea is to annoy
to make the card holder happy. the players horribly, not kill them.)This effect can be stopped
with a standard Remove Curse spell on the affected
Deaths Call - This card depicts a robed figure with a skeletal character(s)
hand beckoning - The person who has drawn this card feels a
heaviness to themselves and feels a chill run through their
body, from this point on, the person has disadvantage on all
Death saving throws until they are able to become stable
themselves during these saves, (succeeding three times and
stabilizing, spare the dying or other healing magic such as
Cure wounds or Healing word do not count towards this.
The Dragon - the card depicts a red dragon sleeping on top
of a large pile of gold - When drawn, 1d6 miniature cat sized
red dragons will manifest. Each dragon is Chaotic Neutral,
proficient in slight of hand and stealth, and utterly obsessed
with hoarding as many valuables as it can before fleeing with
them. (Use stats for a Pseudo-dragon)
Card of the Gods - This card has no immediate effect. The The Athlete - Adorned by a man engaged in lifting an
players have drawn the attention of a powerful good-aligned enormous boulder - Permanently increase either DEX or
god. The god appears to them as an elderly human of STR by 1. If that stat is higher than 19 before raising, then
whatever sex seems right. They are blind, sickly, and walking the card returns to the deck and nothing happens.
down a remote road. They hear the party approach and beg
for assistance and money with good manners. They pretend The Philospher - Depicts a man sitting atop a stool deep in
to be lost, very foolish, and of low intelligence, to an annoying thought with a fist under his chin - Permanently increase
degree.If the players assist the elderly human get to the either INT or WIS by 1. If that stat is higher than 19 before
nearest "safe" place the DM is encouraged to make the raising, then the card returns to the deck and nothing
journey difficult and annoying, but not deadly. The party will happens.
then soon stumble upon a bag/cache/etc containing treasure
appropriate to their level as a reward. They also gain the next The Prizefighter - Depicts a woman in traditional gladiators
effect regardless of if they give a monetary gift.If the players garb swinging a fist towards the edge of the card -
merely give the elderly human money, they gain advantage on Permanently increase CON by 1; Pass a DC18 INT Save, or
all rolls made for a time based on how much money they give. lower your INT by 1 (permanently). If a stat is higher than 19,
(1 copper+ = 1 minute, 1 silver+ = 1 hour, 1 gold+ = 1 day, 1 or lower than 8, before changing, then nothing happens and
platinum+ = 1 days) The characters are made aware that they the card returns to the deck.
have this effect and how long it lasts upon it's first use. They
are not made aware of where it came from The Red Fountain - Depicts an opulent marble fountain
however.Characters that ignore the elderly human suffer spouting shining red liquid - Permanently add 1 hit die to
disadvantage on all rolls for the next 24 hours. The your max HP. This card is destroyed after use.
characters are not aware of this effect or it's length.If the
characters mock the elderly human or attack/kill them they The Poisoned Fountain - Depicts an dilapidated granite
not only suffer the above disadvantage effect, but they also fountain spouting curdled red liquid - Your max HP is
suffer some future horrible event. (The DM is encouraged to reduced by 1 Hit Die, unless you only have 1 hit die, or the
be creative. The characters get stolen from. A beloved piece roll would put you at less than 3 hitpoints, in which case, this
of gear breaks and cannot be repaired. A close friend betrays card does nothing and returns to the deck.
them. Etc. These effects should not include death.)The DM is
encouraged to decide on appropriate gifts or punishments The Lucky Gambler - Depicts a hand tossing a golden coin
based on the actions of the party. into the air - For every 10 GP you bet, roll a d20 and sum the
total. If the sum total exceeds the amount you bet, you gain
Card of the Dragon - This card turns into a scaly egg, twice that much gold. If it is less, you lose everything you bet
weighing roughly 5lbs and about the size of a volleyball. plus ten gold. If you attempt to bet more than the amount of
(Some players will immediately recognize this as a dragon gold you have on hand (minus 10 gold), the card returns to
egg) Random color patterns swirl over the egg. It radiates the deck and nothing happens.
magic, and is alive.This is a magical egg of a dragon. It can
sustain 50hp of damage before being destroyed. It will hatch The Withered One - Depicts a man crawling on the ground
in 6d12+10 days. It is worth 5k gold, though a collector would with tight withered skin reaching towards something unseen
pay at least twice that if the players drive a hard bargain. It is - Upon drawing this card your Strength or Constitution
a very rare thing and will certainly attract attention if the (determined at random) is permanently lowered by 2 to a
party is not careful.The DM is encouraged to decide on what minimum of 6
type of dragon. And to use whatever stats and temperament
they feel appropriate.When hatched the dragon has simple The Madness - Depicts a man holding his head in obvious
child-like intelligence and wisdom. They can also pain - Roll once on the permanent madness table
immediately speak both Draconic and Common.
The Driver - Depicts a bright yellow stage coach - You and up
The Guillotine - A looming guillotine, raised to strike, adorns to 3d6 medium sized creatures, and their carried
the card - The drawer is decapitated as if under the effects of possessions, may teleport to any place you can name and
the decollate spell. Their head detaches from their body for visualize, as per the spell Teleport. The card manifests a
24 hours but the drawer does not die during this time. spectral cab driver in a leather jacket, and asks: "Where to,
Instead they become immune to decapitation or other effects Mac?". The driver waits patiently, but reminds the drawer,
that require a head or facial feature. The target can hear "The meter is running." 1 Gold is deducted from the party for
normally but becomes blind, with blindsight of 15 ft, if they every mile traveled, and if there is not enough gold, this card
are not holding their head. You always know the direction and drops the players as close as their gold will let them, and then
distance to your head. At the end of the 24 hours you can returns to the deck.
reattach the head, but failure to do so will result in immediate
death. Travel to other planes will cause the head to reattach,
ending the card effect. Once the card effect ends, the line of
separation between head and body will show a thin red line
that slowly heals into a thin scar.
The Sphere of Destiny - Depicts a shining black orb with a The Arcanist - Depicts a wizened figure enacting a complex
large 8 traced along one side and surrounded by small white ritual, the winds of magic surging at their beck and call -
runes - Up to one time per 24 hours, the drawer of this card Drawer gains the single use of a random wizard spell, up to
gains a tattoo of a Magic 8 Ball and may ask the ball ONE yes 5th level, that is available to them for a single casting.
or no question, simularly to the spell Commune. Each time Cantrips can be used repeatedly. Any casters reliant on spell
they do so, the DM may force a reroll of a save, check, or books may scribe this spell if they meet the requirements to
attack roll, once. The drawer must use the second roll, even if do so. Roll a 1d6 to determine if the spell gained is 1) a
it is lower. cantrip, 2) a 1st level spell, 3) a 2nd level spell, 4) a 3rd level
spell, 5) a 4th level spell, or 6) a 5th level spell. Drawing this
The Honeyed Tongue - Gain the ability to, once per session, card again does not provide any benefits until a number of
cast the spell Charm Person for free (as first level spell), at a months equal to the spell's level have passed, with a
caster level equal to your current level. At fifth level you may minimum of 1 month. Subsequent drawings after the time
instead cast the spell as a spell level 2, 3rd at lvl 10, 4th at lvl limit will replace the spell gained previously if it was unused
15, or 5th level at lvl 20. This ability levels up with you. or a cantrip.
Clay - Depicts hands shaping a clay figure - You may change The Archmage - Depicts an almost skeletal figure with arms
your physical appearance in any way you wish. You must outstretched, runic representations of each spellschool
remain within the boundaries of your race, but your weight, appear to elevate this figure toward the heavens. Drawer
physical gender, height, and hair, skin, and eye color can all gains the single use of a random wizard spell, up to 9th level,
be altered to your will for the next hour that is available to them for a single casting. Cantrips can be
used repeatedly. Any casters reliant on spell books may scribe
Tempest - Depicts a great storm, raining lightning, fire, and this spell if they meet the requirements to do so. Roll a 1d10
hail down on a castle - A storm appears around your current to determine if the spell gained is 1) a cantrip, 2) a 1st level
location, making travel extremely hard for the next 3d6 days. spell, 3) a 2nd level spell, 4) a 3rd level spell, 5) a 4th level
spell, or 6) a 5th level spell, 7) a 6th level spell, 8) a 7th level
Luck Swap - Depicts a split image of a clover with one side spell, 9) a 8th level spell, or 10) a 9th level spell. Drawing this
vibrantly green and the other withered and dark - Gain a card again does not provide any benefits until a number of
tattoo that allows you to, once per game session, trade the months equal to the spell's level have passed, with a
result of a save, check, or attack roll, made within the last minimum of 1 month. Gaining and using a 9th level spell
minute, with one of the same type and scenario made by one from this card bars the drawer from ever gaining another 9th
of your allies. If you or your ally would have either ADV or level spell this way again. Subsequent drawings after the time
DISADV on the roll, you cannot swap the roll. limit will replace the spell gained previously if it was unused
or a cantrip.
The Apprentice - Depicts a young figure reading from a
rather worn looking tome - Drawer gains the use of a random The Divining Key - The card depicts a silvered key with a
wizard cantrip. Any casters reliant on spell books may scribe small heart in it's bow - when drawn the card transforms into
this spell if they meet the requirements to do so, but will a key and a note. The note says, "This key will, some day,
loose the spell. Drawing this card again does not provide any unlock a door, once you open the door, the room will have at
benefits until a full month has passed. Subsequent drawings least two people in it. One of the people in the room you must
after the time limit will replace the spell gained previously if it kill or they will eventually kill you. Another person in that
was unused or a cantrip. room is your soulmate. Try it on doors with locks, you will
find the correct door eventually."
The Spell Scribe - Depicts a middle-aged figure writing on
the pages of an ornate book that is surrounded by a The Forgotten - Depicts a faded humanoid figure reaching
shimmering aura of various colors - Drawer gains the single towards the backs of several people who seem to be leaving -
use of a random wizard spell, up to 3rd level, that is available This card curses the person, causing anyone not present and
to them for a single casting. Cantrips can be used repeatedly. looking at the person to forget them, anyone close to them (A
Any casters reliant on spell books may scribe this spell if they child parent or spouse) is allowed a wisdom save (DC18) to
meet the requirements to do so. Roll a 1d4 to determine if remember them, as well anyone with strong rooted grudges
the spell gained is 1) a cantrip, 2) a 1st level spell, 3) a 2nd is allowed the same save, these effects can only be undone
level spell, or 4) a 3rd level spell. Drawing this card again via a remove curse or restoration spell cast at 7th level or
does not provide any benefits until a number of months equal higher
to the spell's level have passed, with a minimum of 1 month.
Subsequent drawings after the time limit will replace the
spell gained previously if it was unused or a cantrip.

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