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
| 1d100 | Illusion* |
|---|---|
| 01-03 | Adult Red Dragon |
| 04-06 | Archmage |
| 07-09 | Assassin |
| 10-12 | Bandit Captain |
| 13-15 | Basilisk |
| 16-18 | Berserker |
| 19-21 | Bugbear Warrior |
| 22-24 | Cloud Giant |
| 25-27 | Druid |
| 28-30 | Erinyes |
| 31-33 | Ettin |
| 34-36 | Fire Giant |
| 37-39 | Frost Giant |
| 40-42 | Gnoll Warrior |
| 43-45 | Goblin Warrior |
| 46-48 | Guardian Naga |
| 49-51 | Hill Giant |
| 52-54 | Hobgoblin Warrior |
| 55-57 | Incubus |
| 58-60 | Iron Golem |
| 61-63 | Knight |
| 64-66 | Kobold Warrior |
| 67-69 | Lich |
| 70-72 | Medusa |
| 73-75 | Night Hag |
| 76-78 | Ogre |
| 79-81 | Oni |
| 1d100 | Illusion* |
|---|---|
| 82-84 | Priest |
| 85-87 | Succubus |
| 88-90 | Troll |
| 91-93 | Veteran Warrior |
| 94-96 | Wyvern |
| 97-00 | The 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.
Related Items
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.