Kryth
Wondrous Item
Legendary Requires Attunement by a Divination Wizard
"A fool is not someone who refuses to learn, but rather one who has yet to learn"
Fate's Hand is a deck of 78 intricately and beautifully designed Tarot Cards using precious metals. The 22 Major Arcana are magically animated, each showing their respected scenes and characters in action.
Fate's Hand is considered a Spellcasting Focus
Fate's Hand features effects granted to the user when each card of the Major Arcana is "drawn". Fate's Hand has 11 Charges and each card requires 1 charge to draw unless otherwise stated. All charges are restored everyday at midnight. Each Card can only be drawn once a day.
The Fool 0. When Drawn, a single target undergoes the effects of a Long Rest instantly. Requires 2 Charges.
The Magician I - Reversed. When Drawn, this card casts Weird at 9th Level at will. Requires 3 Charges.
The High Priestess II. When Drawn, this card grants a target advantage on their next Initiative Roll.
The Empress III. When Drawn, this card casts Good Berry at 1st Level at will. The bush always produces enough berries to feed as many targets as specified by the user and grants whoever eats a berry 2d6 Temporary Hit Points. Requires 2 Charges.
The Emporer IV. When Drawn, this card grants the user proficiency on all Charisma Checks and Saving Throws for 10 minutes.
The Hierophant V. When Drawn, this card gives the user a direct line of communication with a god they know of by name. This line stays open for 10 minutes or until both parties agree to end the line. Both parties may communicate regardless of language. Requires 3 Charges.
The Lovers VI. When Drawn, this card casts Dominate Person at 8th Level at will. The target makes the required Saving Throw with disadvantage. Requires 4 Charges.
The Chariot VII. When Drawn, this card grants the user advantage on all rolls for 10 minutes. Requires 2 Charges
The Strength VIII. When Drawn, this card grants the user proficiency on all Strength Checks and Saving Throws for 10 minutes.
The Hermit IX. When Drawn, this card grants the user proficiency on all Wisdom Checks and Saving Throws for 10 minutes.
The Wheel of Fortune X. When Drawn, any 7 rolled by the user is consider a Critical Success. This effect lasts for 10 minutes.
Justice XI - Reversed. When Drawn, this card grants the user advantage on Deception Checks for 10 minutes.
The Hanged Man XII. When Drawn, this card deals 2d10 Necrotic Damage to a willing target. If the target is unwilling, they must succeed a Wisdom Saving throw. On a fail: They take the damage. On a success: The user takes the damage and The Hanged Man XII reverses. The damage dealt is then used to restore the hit points of a second target. The second target cannot be the user if the first target succeeds their Saving Throw. Should The Hanged Man XII reverse, the user cannot be healed for 1 minute. Requires 3 Charges.
Death XIII - Reversed. When Drawn, a visage of Death appears above the user. Any targets within 30 feet must make a Wisdom Save equal to the users Spell Save DC. On a failed save, any target suffers from the Frightened status for 10 minutes. On a successful save, any target suffers from the Frightened status for 5 minutes. Requires 2 Charges.
Temperance XIV. When Drawn, this card grants the user proficiency on all Intelligence Checks and Saving Throws for 1 Hour.
The Devil XV. When Drawn, this card grants the user 1d20 x 10 GP. THis card can be drawn multiple times a day. If used consecutively, subtract 2 from each roll. This stacks up to 10 times. If no GP can be acquired from the roll, then the user loses that many GP to The Devil XV as a thank you for his generosity. Requires 2 Charges.
The Tower XVI. When Drawn, this card causes disadvantage on any roll upon a target for 10 minutes. Requires 3 Charges.
The Star XVII. When Drawn, this card bestows a sense of hope in targets within 30 feet of the user. Those in range regain hitpoints equal to that of 3 of their hit die. Requires 2 Charges.
The Moon XVIII - Reversed. When Drawn, this card casts Maddening Darkness at 8th Level at will. Any target the user chooses is immune to the spell and can see within it. Requires 4 Charges.
The Sun XIX - Reversed. When Drawn, this card casts Negative Energy Flood at 5th Level at will. Requires 2 Charges.
Judgement XX. When Drawn, this card Petrififies a single target in magical stone and suffers their greatest fears within their mind. This target can free themselves by succeeding a Wisdom Saving Throw equal to the user's Spell Save DC. On a failed save: The target takes 14d6 spychic damage. On a success: The target breaks free of the petrification but is stunned for 10 minutes. Requires 3 Charges.
The World XXI. When Drawn, this card Restores all Spell Slots at the 1d6 Spell Level. Requires 3 Charges.
Weight: 0.6lbs