A Deck of Many Things, Minor

I just picked up Green Ronin’s Deck of Many Things and immediately knew that I wanted to use this in my games.

The Deck of Many Things has a long and storied history in D&D. It was a really cool item that never saw (at least in my games) much play because it either stocked the players up with awesome or ended the game.  I wanted something that would see a lot of use, adding flavor to the game without granting them wishes or sending them to an extradimensional prison.

Here’s what I came up with.


Deck of Many Things, Minor

Level 6

Wondrous Item 1,800 gp

This deck of cards radiates a chaotic magical aura.  Many things can be gleaned with a draw from this deck, some good and some bad.

Property: A member of any arcane class can use the deck of many things as an implement. If used as an implement, the Deck of Many Things provides a +2 to attack rolls and damage rolls, and gives +2d4 damage on a critical hit.  The deck counts as any implement that it’s wielder chooses for other purposes.  A wizard can treat it as a wand, a staff, an orb or a tome, for instance.

Power (Encounter): Minor action.  You may make a fate draw from the deck of many things.  When making a fate draw, use either a tarot deck or regular playing cards.  When a card is drawn, it’s effects take place immediately.  Unless otherwise stated, all effects last until the end of the encounter.

Card Effect
1. Balance all damage dice you roll are treated as half the maximum damage of the die (e.g. 1d8 counts as 4)
2. Comet Each time you drop an enemy, you are granted a +2 tarot bonus to attack rolls until the end of your next turn.
3. Donjon You are at -2 speed.
4. Euryale -2 penalty on saving throws.
5. The Fates Once this encounter you may re-roll the results of any 1d20 roll you dislike. You must take the results of that roll.
6. Flames One opponent (DM’s choice) has combat advantage versus you for the rest of the encounter.
7. Fool you have vulnerable 5 all. You may draw an extra card.
8. Gem one item you possess gains a +1 tarot bonus to attack and damage rolls.
9. Idiot Lose a healing surge.  If you don’t have a healing surge, take damage equal to the value of one healing surge. You may draw an extra card.
10. Jester you may shift 2 as a minor action for the rest of the encounter.
11. Key Your next hit is a critical hit.
12. Knight you have resist 5 all.
13. Moon Once this encounter you may add 5 to any 1d20 roll.
14. Rogue One of your allies (DM chooses) counts as an enemy for determining flanking, concealment and power effects.
15. Ruin the next hit you take is a critical hit.
16. Skull -2 on death saving throws.
17. Star you have regeneration 5
18. Sun every time you regain hit points, you recover 5 additional hit points.
19.Talons you lose the use of one encounter power (your choice)
20. Throne Once this encounter, you may regain the use of an encounter power as a free action on your turn.
21. Vizier Once this encounter, you may make an attack as a free action against an enemy who misses you.
22. The Void -1 to all attack rolls.

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About the Author

A Jack of All Trades ,or if you prefer, an extreme example of multi-classing, Gamefiend, a.k.a Quinn Murphy has been discussing, playing and designing games straight out of the womb. He is the owner and Editor-in-Chief of this site in addition to being an aspiring game designer. As you would assume, he is a huge fan of 4e. By day he is a technologist. Follow gamefiend on Twitter