The Deck of Many Things is one of the most infamous and unpredictable magical items in Dungeons & Dragons 5th Edition (D&D 5e). This legendary wondrous item holds the potential to elevate or devastate a character’s life in the blink of an eye. With its roots deeply embedded in the history of D&D, the Deck of Many Things continues to be a symbol of fate, chance, and chaos. In this guide, we will delve into the intricacies of this legendary deck, exploring its cards, effects, and the impact it can have on a campaign.
What is the Deck of Many Things?
The Deck of Many Things is a magical item that consists of a set of ivory or vellum cards, typically found within a box or pouch. The deck can contain either thirteen or twenty-two cards, depending on the version. Each card within the deck is imbued with powerful magic, and once drawn, its effects are immediate and often irreversible.
How the Deck Works
Before drawing a card, the player must declare the number of cards they intend to draw. This decision is critical, as each card has the potential to alter the course of the character’s life permanently. Once the number is declared, the player draws the cards randomly. If more cards are drawn than initially declared, these extra cards have no effect. However, if the player fails to draw the declared number, the remaining cards will fly from the deck on their own, triggering their effects all at once.
Each card, once drawn, fades from existence unless it is the Fool or the Jester card, which can reappear in the deck, allowing for the possibility of drawing the same card multiple times.
A Game of Risk and Reward
The Deck of Many Things is not for the faint of heart. While some cards can bestow immense power, wealth, or knowledge, others can strip away everything a character holds dear. The deck is the ultimate gamble, with the potential to drastically alter the narrative of a campaign in a single draw.
The Cards of the Deck of Many Things
The Deck of Many Things contains a variety of cards, each with its own unique effect. Below is a detailed breakdown of each card and its potential impact on the character and the campaign.
1. Balance (Two of Spades)
Effect: Drawing this card causes an immediate and drastic shift in the character’s alignment. A lawful character may become chaotic, a good character may turn evil, and so on. This sudden change can have far-reaching consequences for the character’s relationships, behavior, and role within the party.
2. Comet (Two of Diamonds)
Effect: This card offers a rare opportunity. If the character single-handedly defeats the next hostile monster or group of monsters they encounter, they gain enough experience points to level up. However, if they fail, the card has no effect, and the opportunity is lost.
3. Donjon (Ace of Spades)
Effect: One of the most dangerous cards in the deck, Donjon traps the character in an extradimensional sphere, placing them in a state of suspended animation. The character remains imprisoned until they are found and freed, a task that often requires a wish spell or divine intervention. This card can remove a character from the game indefinitely.
4. Euryale (Queen of Spades)
Effect: The Euryale card curses the character with a -2 penalty on saving throws. This curse can only be lifted by a god or by using the Fates card. The curse’s effects can be devastating in combat and other critical situations.
5. The Fates (Ace of Hearts)
Effect: The Fates card allows the character to undo or avoid a single event as if it never happened. This powerful ability can be used immediately or saved for a future moment of crisis, providing a rare second chance.
6. Flames (Queen of Clubs)
Effect: This card causes a powerful devil to become the character’s enemy. The devil will pursue the character relentlessly, seeking to cause as much suffering as possible before ultimately attempting to kill them. This enmity lasts until either the character or the devil is slain.
7. Fool (Joker with TM)
Effect: The Fool card is a harsh blow to the character, causing them to lose 10,000 XP. If this loss would result in the character losing a level, they instead lose just enough XP to remain at their current level. Additionally, the character must draw another card from the deck, counting both draws as one.
8. Gem (Two of Hearts)
Effect: The Gem card bestows the character with wealth, causing twenty-five pieces of jewelry worth 2,000 gp each, or fifty gems worth 1,000 gp each, to appear at their feet. This sudden influx of riches can have a significant impact on the character’s financial status and their role within the campaign.
9. Idiot (Two of Clubs)
Effect: The Idiot card reduces the character’s Intelligence by 1d4 + 1 (to a minimum score of 1), potentially crippling their ability to think and reason. The character is allowed to draw one additional card beyond their declared number.
10. Jester (Joker without TM)
Effect: The Jester card grants the character 10,000 XP, allowing for a significant advancement in their abilities. Alternatively, the character may choose to draw two additional cards from the deck, increasing the potential risk and reward.
11. Key (Queen of Hearts)
Effect: The Key card causes a rare or rarer magic weapon with which the character is proficient to appear in their hands. The weapon is chosen by the DM and can greatly enhance the character’s combat prowess.
12. Knight (Jack of Hearts)
Effect: This card grants the character the loyal service of a 4th-level fighter, who appears within 30 feet of the character. The fighter is of the same race as the character and serves them faithfully until death. This new ally can be a valuable addition to the party.
13. Moon (Queen of Diamonds)
Effect: The Moon card grants the character the ability to cast the wish spell 1d3 times. This powerful spell can alter reality itself, making the Moon card one of the most coveted in the deck.
14. Rogue (Jack of Spades)
Effect: The Rogue card causes a nonplayer character (NPC) of the DM’s choice to become hostile toward the character. The identity of the new enemy remains hidden until the NPC or someone else reveals it. This hostility can be a significant and unexpected challenge for the character.
15. Ruin (King of Spades)
Effect: The Ruin card strips the character of all forms of wealth they currently carry or own, except for magic items. Property, businesses, and land vanish, and any documentation proving ownership disappears. This loss can be devastating, especially for characters who rely on their wealth for status or power.
16. Skull (Jack of Clubs)
Effect: The Skull card summons an avatar of death, a ghostly figure armed with a spectral scythe. The avatar immediately attacks the character, and the character must fight the avatar alone. If anyone intervenes, they too summon their own avatar of death. The battle is life-or-death, with the avatar vanishing if it is reduced to 0 hit points.
17. Star (Jack of Diamonds)
Effect: The Star card increases one of the character’s ability scores by 2. This increase can raise the score beyond 20, but it cannot exceed 24. This boost can be a significant enhancement to the character’s abilities.
18. Sun (King of Diamonds)
Effect: The Sun card grants the character 50,000 XP, a massive leap in experience that can propel the character to new heights. In addition, a wondrous item (determined randomly by the DM) appears in the character’s hands, adding to their arsenal.
19. Talons (Ace of Clubs)
Effect: The Talons card causes every magic item the character wears or carries to disintegrate, leaving them without their magical gear. Artifacts in the character’s possession are not destroyed, but they do vanish. This card can leave a character vulnerable and significantly weaken their capabilities.
20. Throne (King of Hearts)
Effect: The Throne card grants the character proficiency in the Persuasion skill and doubles their proficiency bonus on checks made with that skill. Additionally, the character gains ownership of a small keep somewhere in the world. However, the keep is currently occupied by monsters, which the character must clear out before claiming their prize.
21. Vizier (Ace of Diamonds)
Effect: The Vizier card allows the character to ask a question in meditation at any time within one year of drawing the card. The character receives a truthful answer, along with guidance on how to apply the information. This card can provide critical insight during moments of uncertainty.
22. The Void (King of Clubs)
Effect: The Void card is one of the most feared in the deck. It causes the character’s soul to be drawn from their body and trapped in an object in a location determined by the DM. The character’s body becomes incapacitated, and they cannot draw any more cards. A wish spell can reveal the location of the object but cannot restore the soul. The character’s allies must embark on a quest to recover the trapped soul.
Using the Deck of Many Things in Your Campaign
The Deck of Many Things can be a powerful storytelling tool, introducing elements of chaos, risk, and reward into your campaign. However, it should be used with caution, as the deck’s effects can be extreme and unpredictable. Here are some tips for incorporating the Deck of Many Things into your campaign:
1. Timing is Everything
Consider the timing of when you introduce the deck. It can be used as a climactic element in a campaign, a test of fate, or as a desperate gamble when all other options have failed. The deck’s impact will be more significant if it comes at a moment of high tension or uncertainty.
2. Tailor the Deck to Your Campaign
While the standard Deck of Many Things is already a potent item, you can customize the cards or their effects to better suit your campaign’s theme and tone. You might create new cards, modify existing ones, or even adjust the rules for drawing cards.
3. Prepare for the Consequences
As a DM, be ready to handle the fallout from the deck’s effects. Some cards can drastically alter the campaign’s direction, requiring quick thinking and adaptability. Whether it’s the sudden loss of a character, the introduction of a new ally or enemy, or the granting of a powerful wish, the deck can turn the campaign on its head.
4. Use the Deck Sparingly
The Deck of Many Things is most effective when used sparingly. Its rarity and power mean that it should not be a common occurrence in your campaign. By keeping it as a legendary and mysterious artifact, you maintain its mystique and impact.
5. Embrace the Chaos
Part of the fun of the Deck of Many Things is its unpredictability. Encourage your players to embrace the chaos and see where the cards take them. The deck can lead to unforgettable moments, both triumphant and tragic.
Conclusion
The Deck of Many Things is a legendary item in Dungeons & Dragons that embodies the essence of chance and fate. Its cards hold the power to transform a character’s destiny, offering both incredible rewards and devastating consequences. Whether you’re a player daring to draw from the deck or a DM weaving its magic into your campaign, the Deck of Many Things is sure to leave a lasting impression. Use it wisely, and remember: in the game of fate, the cards hold all the power.