Dungeons & Dragons Online

Please rate and critique my “not-too-game-breaking” Deck of Many Things

Content of the article: "Please rate and critique my “not-too-game-breaking” Deck of Many Things"

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Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly. Any cards drawn in excess of this number have no effect. You must draw the number of cards declared within 1 hour or the DM chooses the cards that are drawn.

Once a card is drawn, the magic takes effect and the card vanishes from the player's hand (unless otherwise noted). Once the player draws all of the declared cards or is forced to stop drawing, the cards then return to the deck and the deck shuffles. The Fool card and the Jester card are the only exceptions to this rule, these cards disappear forever once activated.

Balance: Your alignment changes. Chaotic becomes lawful, good becomes evil, etc. No effect on True Neutral alignment.

Comet: If you single-handedly win the next battle, you gain +2 to any ability score to a maximum of 22. Otherwise, this card has no effect.

Donjon: The card depicts an illustration of a cold empty prison cell. You and everything you are carrying vanish and then reappear within the card itself as an illustration imprisoned within the inescapable cell. Any remaining draws you had from the deck are forfeit. The card then becomes a standard paper card that is indestructible and can be held or carried with no ill effects by any creature. A wish spell, the Fates card, or specially trained wizard can break this enchantment. When the enchantment is broken, the player materializes within 5 feet of the last location of the card, the card regains its power, and then vanishes back into the deck of many.

Euryale: The Medusa illustration on this card turns to look at you you with its glowing green eyes, bestowing on you a terrible curse. You take a -2 penalty on Saving Throws while you are cursed in this way. A wish spell, the Fates card, or specially trained wizard can break this enchantment.

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The Fates: Reality's fabric unravels and spins anew, allowing you to reverse one event that occurred within the past 24 hours or avoid any one upcoming event. Can be used immediately or any time before death. This only affects the player holding the card, other party members may still have to experience the event.

Flames: A powerful Rakshasa becomes your enemy. Your suffering sustains the Rakshasa, therefore it will constantly plague your life and seek your ruin. This torment lasts until either you die or the Rakshasa is slain.

Fool: The party loses one level. You can draw one additional card beyond your declared draws.

Gem: Twenty-five pieces of jewelry worth 2,000 GP each or fifty gems worth 1,000 GP each appear at your feet.

Idiot: Permanently reduce your Intelligence or Wisdom score (whichever is highest) by 1d4 + 1 (to a minimum score of 1). You can draw one additional card beyond your declared draws.

Jester: Party gains one level or the player can draw two additional cards beyond the stated amount.

Key: A rare Magic Weapon with which you are proficient appears in your hands. The DM chooses the weapon.

Knight: You gain the services of a Fighter that is 2 levels below your character level who appears in a space within 30 feet of you. The Fighter will serve you loyally until death, believing the fates have drawn him or her to you. You control this character and he or she levels up when you do.

Moon: Each party member is granted 1 wish scroll that they must use before their next long rest.

Rogue: A non-player character of the DM's choosing becomes hostile toward you. The identity of your new enemy isn't known until the NPC or someone else reveals it. A wish spell, the Fates card, or specially trained wizard can break this enchantment.

Read:  Martial characters are bad, not because of their ability, but because of reality.

Ruin: All of your non-magical possessions including gold and gems vanish to an unknown plane. This includes any sole property, mounts, and mundane items. The player is left with a plain quarterstaff, a set of common clothes, a plain head wrap and a pair of plain sandals.

Skull: You summon an avatar of death within 10 feet of you who immediately attacks you. This is a one on one fight to the death and others are magically restricted from assisting. If the player is defeated by the Avatar of Death, the player is killed and must be revived within 24 hours, otherwise the soul is lost. The soul follows and can communicate with the party during this 24 hour period.

Star: Increase one of your Ability Scores by 2. The score can exceed 20 but cannot exceed 22.

Sun: You gain a non-weapon wondrous item that appears in an unoccupied space 5 feet from you. DM chooses the item.

Talons: Every magical scroll, item, weapon, armor or shield you wear or carry disintegrates forever. Special Artifacts of the DM's choosing are immune to this spell.

Throne: You can permanently place a teleportation circle in a city or keep of your choosing. A magic ring that does not require attunement and does not count towards your equipped magic items appears on your finger that allows you to teleport to your circle once per day. You may choose to use the ring to make a return trip but you sacrifice the following day’s use of the ring.

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. When you use this card, permanently increase your wisdom score by 1 regardless of your current score. This card can only be used by the person who drew it.

Read:  Had my first session as DM today - LMoP

The Void: Your soul is drawn from your body and transported to an item (a jar, an orb, a crystal, etc) in a place of the DM's choosing. One or more powerful beings guard this item. While your soul is trapped in this way, your body is incapacitated and your eyes turn a milky white. Rescuing the trapped soul or using the Fates card are the only ways to restore the soul to the body. A wish spell or a specially trained wizard can reveal the location of the soul and how to free it.

Source: reddit.com

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