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Homebrew

Camaron's Deck

Wondrous Item Legendary

A pack of cards. The back of the cards are embroidered with silver foil and embossed with a large silver hourglass on the back. To activate the deck, pick it up. When the deck activates, the etchings begin to glow and pulse with golden light. As time passes, the pulses become closer together. When the pulses have no time left between them, the deck vanishes. Once the deck has been activated, any being may draw one card. Camaron's deck prevents any being from drawing more than one card per activation of the deck. When you draw a card, 1d20+1d6-1 and consult the table below. No cards are transferrable by any means.
Camaron and Herazy together researched how magic and randomness interconnected. Camaron's research resulted in this deck, while Herazy made Herazy's Deck.


 

RollCardEffect
1The BalanceYour lowest stat gains two points, but your highest stat loses a point.
2The SmithGain proficiency with any set of tools of your choice.
3The GeniusGain 1d4 Intelligence permanently. This effect can increase ability scores over 20 but not above 25.
4The HermitGain 1d4 Wisdom permanently. This effect can increase ability scores over 20 but not above 25.
5The BardGain 1d4 Charisma permanently. This effect can increase ability scores over 20 but not above 25.
6The MutantYou gain the ability to sprout a pair of identical appendages from your body. Argue with your DM about where they are located, and what they look like. These are retractable and can be magically folded/hidden under your skin. Choose appendages from the list: Wings: 30 feet fly speed; Tentacles: +5 to grapple checks; Arms: You have two more arms; Tails: 30 feet climb speed.
7The VoidA powerful devil takes note of you. You and the devil have a telepathic bond that can only be broken by wish or divine intervention.
8The FlameA powerful demon takes note of you. You and the demon have a telepathic bond that can only be broken by wish or divine intervention.
9The LightA powerful celestial takes note of you. You and the celestial have a telepathic bond that can only be broken by wish or divine intervention.
10The BerserkerGain 1d4 uses of this card. You can expend a use of this card to make any attack that hits a critical strike.
11The VizierGain 1d4-2 (minimum 1) charges of this card. You hold this card until you decide to use it. To consume the vizier card, ask the card a question. The card will give you an unambiguous, useful, applicable answer to your question, regardless of how esoteric the question was.
12The CelestialGain 1d4 charges of this card. Consume this card when to unleash a breath attack. This attack is a 60-foot cone in front of you that deals Radiant damage. This ability's damage scales with your level. Roll a number of d8's equal to your level.
13The BlazeGain 1d4 charges of this card. Consume this card when to unleash a breath attack. This attack is a 60-foot cone in front of you that deals Fire damage. This ability's damage scales with your level. Roll a number of d8's equal to your level.
14The BlizzardGain 1d4 charges of this card. Consume this card when to unleash a breath attack. This attack is a 60-foot cone in front of you that deals Cold damage. This ability's damage scales with your level. Roll a number of d8's equal to your level.
15The ThunderstormGain 1d4 charges of this card. Consume this card when to unleash a breath attack. This attack is a 60-foot cone in front of you that deals Lightning damage. This ability's damage scales with your level. Roll a number of d8's equal to your level.
16The LinguistLearn a language of your choice.
17The ChestA random magic item appears at your feet.
18The TailorA robe of useful items appears at your feet. In addition to the base patches, this robe of useful items has the following patches: iron door, pit, rowboat, wooden ladder. In addition, you learn how to repair its patches. To do this, you require a piece of leather and ink costing at least 150gp. You do not learn how to create patches that the robe does not have, and the robe does not accept patches it did not have at creation.
19The DungeonYou gain 1d4 casts of Imprisonment. This spell functions as described with the following changes. You do not require any components to cast; whatever "special component" the spell should have required appears in your hands.
20The BrokenGain 1d4 uses of this card. Consume this card to cast Counterspell at the 7th level.
21The SkullThe avatar of death appears. Defeat it in single combat or die. Defeating the avatar gives you a skull pendant. The next time you die (not downed, die), the pendant is consumed and you gain one hit point. People who try to help defeat other's avatars summon additional avatar's on them; these additional avatars drop no reward.
22The WizenedIf you are a spellcaster, pick one first level spell you know. You can now cast that spell as if it was first-level but as a cantrip. If you are not a spellcaster, choose any cantrip. You now know this and can cast it at will.
23The Archmagus 1d6 Gain a spell slot of that level permanently.
24The QueenIf your alignment is good or neutral, this card becomes a Diamond Pegasus; if your alignment is evil, an Obsidian Nightmare. These both function as the Obsidian steed does in the DMG; neither mount will refuse to listen to its master.
25The KingDaern's Instant Fortress appears at your feet.

Created by

aelistenus.

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Item

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