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Deck of Illusions

Deck Of Illusions
  • Category: Wondrous Item
  • Rarity: Uncommon

This box contains a set of cards. A full deck has 34 cards: 32 depicting specific creatures and two with a mirrored surface. A deck found as treasure is usually missing 1d20 - 1 cards.

The magic of the deck functions only if its cards are drawn at random. You can take a Magic action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of yourself. An illusion of a creature, determined by rolling on the Deck of Illusions table, forms over the thrown card and remains until dispelled. The illusory creature created by the card looks and behaves like a real creature of its kind, except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can take a Magic action to move it anywhere within 30 feet of its card.

Any physical interaction with the illusory creature reveals it to be false, because objects pass through it. A creature that takes a Study action to visually inspect the illusory creature identifies it as an illusion with a successful DC 15 Intelligence (Investigation) check. The illusion lasts until its card is moved or the illusion is dispelled (using a Dispel Magic spell or a similar effect). When the illusion ends, the image on its card disappears, and that card can't be used again.

Deck of Illusions

1d100Illusion*
01-03Adult Red Dragon
04-06Archmage
07-09Assassin
10-12Bandit Captain
13-15Basilisk
16-18Berserker
19-21Bugbear Warrior
22-24Cloud Giant
25-27Druid
28-30Erinyes
31-33Ettin
34-36Fire Giant
37-39Frost Giant
40-42Gnoll Warrior
43-45Goblin Warrior
46-48Guardian Naga
49-51Hill Giant
52-54Hobgoblin Warrior
55-57Incubus
58-60Iron Golem
61-63Knight
64-66Kobold Warrior
67-69Lich
70-72Medusa
73-75Night Hag
76-78Ogre
79-81Oni
1d100Illusion*
82-84Priest
85-87Succubus
88-90Troll
91-93Veteran Warrior
94-96Wyvern
97-00The card drawer

*Stat blocks for these creatures (except the card drawer) appear in "Monsters."

Tactical Applications

Combat Strategy: Provides unpredictable illusion creation for misdirection and battlefield confusion. Most effective for characters who can capitalize on enemy confusion and distraction.

Class Synergies:

  • Rogues: Exceptional for characters who benefit from distraction and misdirection
  • Spellcasters: Perfect for characters who understand illusion tactics and enemy psychology
  • Support Classes: Excellent for characters focused on battlefield control and tactical advantage

Build Considerations: Most valuable for characters who can think creatively about how illusions provide tactical advantages and enemy confusion.

Acquisition Methods

Crafting Requirements: Requires illusion magic components, card enchantment expertise, and creature knowledge. Typically costs 1,500-3,000 gp.

Common Sources:

  • Rewards from defeating illusionists or trickster enemies
  • Purchase from magical entertainers or illusion specialists
  • Discovery in abandoned theaters or entertainment venues
  • Trade agreements with organizations requiring deception capabilities

Alternative Acquisition: Some entertainer guilds and spy networks use these decks for performance and infiltration purposes.

Value & Trade

Estimated Value: 2,500-4,000 gp, with higher demand from performers, spies, and tactically creative adventurers.

Trade Considerations: Valued by characters who appreciate unpredictable magical effects and creative problem-solving tools.

Character Integration

Roleplay Elements: Suggests creative thinking, entertainment background, or experience with deception and misdirection tactics.

Character Concepts:

  • Former entertainer or performer who specialized in magical illusions
  • Tactical innovator who uses creative solutions for battlefield challenges
  • Spy or infiltrator who values unpredictable deception tools
  • Character who appreciates the entertainment value and tactical potential of illusions

Adventure Hooks

The Deception Mission: Infiltration scenarios requiring believable illusions for cover stories or distraction.

The Entertainment Emergency: Social situations where magical entertainment provides crucial diplomatic or investigative advantages.

The Confusion Tactic: Combat scenarios where enemy distraction and misdirection determine tactical success.

The Investigation Tool: Mysteries where recreating scenes or testing reactions through illusions reveals crucial information.

Variants & Customization

Greater Deck of Illusions (Rare): Provides more durable illusions, additional creature types, or enhanced interaction capabilities.

Deck of Living Illusions (Rare): Creates illusions with limited interaction abilities or enhanced believability.

Specialized Performance Deck (Uncommon): Optimized for entertainment with safer creature selections or enhanced visual effects.

Specialized Variants:

  • Spy's Deception Cards: Enhanced with humanoid illusions and infiltration-focused creatures
  • Entertainer's Wonder Deck: Optimized for performance with spectacular but harmless creature illusions
  • Tactical Confusion Set: Enhanced battlefield distraction and enemy misdirection capabilities

Lore & History

Origins: Created by clever illusionists who needed portable methods for generating believable creature illusions.

Historical Significance: Several famous deception missions and entertainment performances succeeded using creative illusion deployment.

Cultural Impact: In entertainment and espionage communities, these decks represent innovative approaches to illusion magic.

Illusion Craft: The decks reflect understanding of creature psychology and the power of believable visual deception.

Balancing Notes

Introduction Timing: Can be introduced at early-mid levels (4-8) when illusion tactics become valuable and creative problem-solving is encouraged.

Campaign Impact: Provides significant creative potential without overwhelming encounters. The randomness maintains unpredictability.

Creativity Encouragement: The varied creatures encourage players to think inventively about tactical applications and problem-solving.

Encounter Design

Recommended Challenges:

  • Social encounters where illusions provide diplomatic or entertainment advantages
  • Infiltration scenarios requiring believable cover or distraction techniques
  • Combat situations where enemy confusion and misdirection offer tactical benefits
  • Investigation scenes where recreating events or testing theories becomes important

Tactical Adjustments: Intelligent enemies may learn to identify illusions or use area effects that reveal the deception.

Illusion Enhancement Equipment: Other magic items that provide illusion capabilities or enhance deception tactics.

Entertainment Magic:

  • Items that create spectacular effects or provide performance capabilities
  • Equipment that enhances social interaction and diplomatic advantage
  • Tools that work synergistically with creative problem-solving and tactical innovation

Complementary Equipment: Items that benefit from or enhance the tactical flexibility that unpredictable illusions provide.

Roleplay Opportunities

Creative Problem-Solving: Characters learn to think inventively about how different creature illusions solve various challenges.

Entertainment Value: The deck provides opportunities for magical performance and social interaction enhancement.

Tactical Innovation: Players develop appreciation for how unpredictable effects can create unexpected tactical advantages.