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Mysterious Deck

Mysterious Deck
  • Category: Wondrous Item
  • Rarity: Legendary

Usually found in a box or pouch, this deck contains a number of cards made of ivory or vellum. Most ( 75 percent) of these decks have thirteen cards, but some have twenty-two. Use the appropriate column of the Mysterious Deck table when randomly determining cards drawn from the deck.

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. 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, the remaining number of cards fly from the deck on their own and take effect all at once.

Once a card is drawn, it disappears. Unless the card is the Fool or Jester, the card reappears in the deck, making it possible to draw the same card twice. (Once the Fool or Jester has left the deck, reroll on the table if that card comes up again.)

Mysterious Deck

1d100 (13-Card Deck)1d100 (22-Card Deck)Card
-01-05Balance
-06-10Comet
-11-14Donjon
01-0815-18Euryale
-19-23Fates
09-1624-27Flames
-28-31Fool
-32-36Gem
17-2437-41Jester
25-3242-46Key
33-4047-51Knight
41-4852-56Moon
-57-60Puzzle
49-5661-64Rogue
57-6465-68Ruin
-69-73Sage
1d100 (13-Card Deck)1d100 (22-Card Deck)Card
65-7274-77Skull
73-8078-82Star
81-8883-87Sun
-88-91Talons
89-9692-96Throne
97-0097-00Void

Each card's effect is described below.

Balance. You can increase one of your ability scores by 2 , to a maximum of 22 , provided you also decrease another one of your ability scores by 2 . You can't decrease an ability that has a score of 5 or lower. Alternatively, you can choose not to adjust your ability scores, in which case this card has no effect.

Comet. The next time you enter combat against one or more Hostile creatures, you can select one of them as your foe when you roll Initiative. If you reduce your foe to 0 Hit Points during that combat, you have Advantage on Death Saving Throws for 1 year. If someone else reduces your chosen foe to 0 Hit Points or you don't choose a foe, this card has no effect.

Donjon. You disappear and become entombed in a state of suspended animation in an extradimensional sphere. Everything you're wearing and carrying disappears with you except for Artifacts, which stay behind in the space you occupied when you disappeared. You remain imprisoned until you are found and removed from the sphere. You can't be located by any Divination magic, but a Wish spell can reveal the location of your prison. You draw no more cards.

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

Fates. Reality's fabric unravels and spins anew, allowing you to avoid or erase one event as if it never happened. You can use the card's magic as soon as you draw the card or at any other time before you die.

Flames. A powerful devil becomes your enemy. The devil seeks your ruin and torments you, savoring your suffering before attempting to slay you. This enmity lasts until either you or the devil dies.

Fool. You have Disadvantage on D20 Tests for the next 72 hours. Draw another card; this draw doesn't count as one of 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.

Jester. You have Advantage on D20 Tests for the next 72 hours, or you can draw two additional cards beyond your declared draws.

Key. A Rare or rarer magic weapon with which you are proficient appears on your person. The GM chooses the weapon.

Knight. You gain the service of a Knight, who magically appears in an unoccupied space you choose within 30 feet of yourself. The knight has the same alignment as you and serves you loyally until death, believing the two of you have been drawn together by fate. Work with your GM to create a name and backstory for this NPC. The GM can use a different stat block to represent the knight, as desired.

Moon. You gain the ability to cast Wish 1d3 times.

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

Rogue. An NPC of the GM's choice becomes Hostile toward you. You don't know the identity of this NPC until they or someone else reveals it. Nothing less than a Wish spell or divine intervention can end the NPC's hostility toward you.

Ruin. 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.

Sage. 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.

Skull. An Avatar of Death (see the accompanying stat block) appears in an unoccupied space as close to you as possible. The avatar targets only you with its attacks, appearing as a ghostly skeleton clad in a tattered black robe and carrying a spectral scythe. The avatar disappears when it drops to 0 Hit Points or you die. If an ally of yours deals damage to the avatar, that ally summons another Avatar of Death. The new avatar appears in an unoccupied space as close to that ally as possible and targets only that ally with its attacks. You and your allies can each summon only one avatar as a consequence of this draw. A creature slain by an avatar can't be restored to life.

Star. Increase one of your ability scores by 2, to a maximum of 24.

Sun. A magic item (chosen by the GM) appears on your person. In addition, you gain 10 Temporary Hit Points daily at dawn until you die.

Talons. Every magic item you wear or carry disintegrates. Artifacts in your possession vanish instead.

Throne. You gain proficiency and Expertise in your choice of History, Insight, Intimidation, or Persuasion. In addition, you gain rightful ownership of a small keep somewhere in the world. However, the keep is currently home to one or more monsters, which must be cleared out before you can claim the keep as yours.

Void. Your soul is drawn from your body and contained in an object in a place of the GM's choice. One or more powerful beings guard the place. While your soul is trapped in this way, your body is inert, ceases aging, and requires no food, air, or water. A Wish spell can't return your soul to your body, but the spell reveals the location of the object that holds your soul. You draw no more cards.

Avatar of Death

Medium Undead, Neutral evil AC 20 Initiative +3 (13) HP Half the HP maximum of its summoner Speed 60 ft., Fly 60 ft. (hover)

MOD SAVEMOD SAVEMOD SAVE
STR16+3+3Dex16+3+3Con16+3+3
INT16+3+3Wis16+3+3Cha16+3+3

Immunities Necrotic, Poison; Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned, Unconscious Senses Truesight 60 ft., Passive Perception 13 Languages All languages known to its summoner CR None (XP 0; PB equals its summoner's)

Traits

Incorporeal Movement. The avatar can move through other creatures and objects as if they were Difficult Terrain. It takes 5 (1d10) Force damage if it ends its turn inside an object.

Actions

Multiattack. The avatar makes a number of Reaping Scythe attacks equal to half the summoner's Proficiency Bonus (rounded up).

Reaping Scythe. Melee Attack Roll: Automatic hit, reach 5 ft . Hit: 7 (1d8 + 3) Slashing damage plus 4 (1d8) Necrotic damage.

Tactical Applications

Combat Strategy: Contains powerful cards with various magical effects, providing versatile utility and potential game-changing abilities. High risk/high reward item requiring careful strategic deployment.

Class Synergies:

  • Any Class: Universal utility with cards providing diverse magical effects
  • Risk Takers: Perfect for characters willing to gamble for powerful benefits
  • Versatility Specialists: Essential for characters wanting unpredictable but potent magical options
  • Luck-Based Builds: Excellent for characters building around fortune and probability

Build Considerations: Random effects create unpredictable outcomes. Most valuable for characters willing to accept risk for potentially extraordinary rewards.

Acquisition Methods

Crafting Requirements: Cannot be crafted - represents ancient magical artifacts of unknown origin. Acquisition involves discovery or legendary quests.

Common Sources:

  • Ancient ruins and repositories of forgotten magical knowledge
  • Treasure hoards of legendary gamblers and fortune seekers
  • Mysterious appearances in magical shops and artifact collections
  • Found in the collections of chaos magic researchers and luck specialists
  • Rewards from entities associated with fate, fortune, and probability

Alternative Acquisition: Sometimes appears spontaneously or obtained through probability-based encounters.

Value & Trade

Estimated Value: Varies wildly (10,000-500,000 gp) depending on remaining cards and deck type - often considered priceless.

Trade Considerations: Artifact-level rarity and unpredictable nature make most transactions involve favors or epic quests rather than gold.

Character Integration

Roleplay Elements: Suggests connection to fate and fortune, willingness to take extraordinary risks, or involvement with chaos magic.

Character Concepts:

  • Legendary gambler with fortune-based magical connections
  • Character blessed or cursed by entities of fate and probability
  • Adventurer willing to risk everything for ultimate power
  • Seeker of ancient artifacts and reality-altering magical items

Adventure Hooks

The Deck's Calling: Mysterious compulsions to use cards create ongoing character development and plot advancement.

The Fate Intervention: Card effects dramatically alter campaign direction and create new adventure opportunities.

The Cosmic Gamble: High-stakes scenarios where deck usage determines universal outcomes.

The Artifact Hunt: Quests to find additional cards or understand the deck's true nature and origin.

Variants & Customization

Complete Mysterious Deck (Artifact): Full deck with all original cards and maximum potential effects.

Partial Deck (Legendary): Incomplete deck with reduced but still significant magical capabilities.

Cursed Deck (Very Rare): Deck with predominantly negative effects and dangerous consequences.

Deck Types:

  • Deck of Many Things: Classic reality-altering card collection with extreme effects
  • Deck of Illusions: Creates illusory creatures and effects for tactical advantage
  • Deck of Wonder: Random magical effects with unpredictable but generally beneficial outcomes

Lore & History

Origins: Created by cosmic forces during reality's formation, when the fundamental laws of probability were established.

Historical Significance: These decks have shaped the course of history through reality-altering effects on legendary figures.

Cultural Impact: Represent the ultimate gamble and the power of fate to dramatically alter destiny.

Magical Craft: Demonstrates cosmic-level magic beyond mortal understanding, created by forces of pure probability.

Balancing Notes

Introduction Timing: Appropriate for levels 15-20 when reality-altering effects become acceptable and cosmic themes emerge.

Campaign Impact: Deck effects can fundamentally alter campaign direction and require extensive Creator preparation.

Risk Management: Unpredictable outcomes require careful campaign integration and player consent for major changes.

Encounter Design

Recommended Challenges:

  • Epic scenarios where reality-altering effects determine cosmic outcomes
  • High-stakes adventures where gambling with fate becomes necessary
  • Character development arcs focused on destiny and probability
  • Climactic encounters where deck usage provides ultimate solutions or consequences

Tactical Adjustments: Encounters must be prepared for potentially reality-altering deck effects.

Fate Items: Other artifacts that manipulate probability and alter destiny through cosmic forces.

Chaos Equipment:

  • Items that provide unpredictable but powerful magical effects
  • Equipment associated with entities of fate and fortune
  • Tools for reality manipulation and probability alteration

Complementary Equipment: Items that enhance luck or provide protection against chaotic magical effects.

Roleplay Opportunities

Cosmic Significance: Deck ownership marks characters as individuals of extraordinary destiny and cosmic importance.

Fate Mastery: Using the deck creates connections to cosmic forces and entities of probability.

Reality Alteration: Deck effects enable character development arcs focused on accepting or rejecting cosmic power and responsibility.