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theVoidWatches
2018-10-30, 08:24 PM
Inspired by this reddit post (https://www.reddit.com/r/DnD/comments/9c2wyv/weaponized_cards), I created a rough draft of a deck of magical cards! Please give feedback, I'm not sure about a lot of it.

Save DCs are 8+Dexterity modifier+proficiency bonus. Attack rolls are Dexterity modifier+proficiency bonus.
After a short or long rest, replace any discarded cards, then shuffle the deck.

For all numbered cards which call for dice rolls, roll one extra die after level 6, two extra dice after level 11, and three extra dice after level 17.
After drawing a numbered card, place it on the bottom of the deck.
For all face cards, increase the size of the die to a d8 after level 6, to a d10 after level 11 and to a d12 after level 17.
After drawing a face card, discard it until after a short or long rest. Jokers and Aces count as face cards for these purposes.
Jokers count as being of all suits.

Suit Of Spades - Wands (miscellaneous and random effects)
King - The next time you draw from the deck, you may look through the deck and choose whichever card you want to draw. Immediately after drawing (before the effect of that card takes place) you must shuffle the deck without replacing any discarded cards.
Queen - After drawing this card, replace all discarded cards, then shuffle the deck. Afterwards, discard this card.
Jack - Draw 1d6+1 cards and hold them. When you would draw from the deck as an action, instead choose one of these cards and play them.
10 - You grow 1d4 inches in height.
9 - You shrink 1d4 inches in height.
8 - Your age doubles.
7 - Your age halves.
6 - gain 1d6 Fate points. You may spend any number of these points as a reaction to increase or decrease a d20 roll made by yourself or a creature within 30 feet of you.
5 - you immediately become invisible until after you next cast a spell, make an attack roll, or draw a card from the deck.
4 - Gain a fly speed of 2d4*5 feet. this lasts until a long or short rest. you also lose this fly speed if you ever use all of your flight speed in one round.
3 - You gain 1d4 illusory mirrors of yourself. If you are hit by an attack while you have a mirror, flip a coin - on a heads, you are hit, and on a tails one of your mirrors is hit instead.
2 - The DM chooses a random alteration to your appearance. this change is cosmetic and causes no mechanical effect, but may affect how you are treated by other characters.
Ace - Draw two cards immediately. if they are of the same suit, they both take effect and you draw another card. if it is of the same suit, it takes effect and you draw another card. This continues until you draw a card of a different suit - that card is discarded.

Suit Of Clubs - Swords (Damage)
King - Make ranged attack rolls against up to 1d6 targets. Each target hit takes 1d6 magical slashing damage.
Queen - Up to 1d6 targets within 60 feet must make a Dexterity save. each target that fails their save takes 2d6 lightning damage - those that pass take half damage.
Jack - A single target takes 4d6 damage, which cannot be reduced or increased by resistances, vulnerabilities, etc.
10 - Make a ranged attack roll against a single target within 60 feet. That target takes 1d10 fire damage.
9 - Make a single attack roll against all targets within 5 feet of the drawer. Any who would be hit by the attack take 1d8+Dex magical slashing damage.
8 - A single target within 30 feet must make a Str save. On a failure, they take 1d10 force damage and are pushed back up to 15 feet.
7 - Choose a single target within 30 feet to make a Con save. On a failure, the next attack that hits them before the beginning of your next turn is a critical hit, if it hits.
6 - Choose a single target within 30 feet to make a Dex save. On a failure, they take 1d10+Dex lightning damage.
5 - Choose a single target within 30 feet to make a Con save. On a failure, they take 1d6+Dex cold damage.
4 - Choose a single target within 30 feet to make a Wis save. On a failure, they take 1d10 necrotic damage.
3 - Choose a single target within 30 feet to make an Int save. On a failure, they take 1d8 psychic damage.
2 - Choose a single target within 30 feet to make a Cha save. On a failure, they take 2d6 radiant damage.
Ace - Draw another card - if it is a club, it takes effect and you roll twice as many dice when called to roll dice. If it is of a different suit, discard it.

Suit Of Hearts - Cups (Buffs)
King - You and 1d6 allies within 30 feet of you gain 2d6 temp HP.
Queen - You are healed for 4d6 HP.
Jack - Your proficiency bonus increases by 1d6 until the end of your next turn.
10 - Choose a single target within 30 feet of you. Their next attack deals an additional 1d6 damage, if it hits.
9 - Choose a single target within 60 feet of you. They may add 1d4 to their best d20 roll.
8 - You have advantage on your next d20 roll.
7 - You may add 1d6 to your next d20 roll.
6 - Choose a single target within 60 feet of you. On their next turn, their speed is doubled and they do not provoke attacks of opportunity.
5 - Choose a single target within 30 feet of you. Their next attack is made with disadvantage, but counts as a critical hit if it hits.
4 - Choose 1d4 targets within 30 feet of you. They each gain 1d4 temporary HP.
3 - Draw 1d4+1 additional cards from the deck immediately. Choose one to take effect, discard one, and place any others on the bottom of the deck.
2 - Choose one target within 30 feet of you. On their next turn, they may take an additional action.
Ace - Draw 1d4 cards immediately. All hearts drawn take effect, all other cards drawn are discarded.

Suit Of Diamonds - Pentacles (Debuffs)
King - Choose a single target within 30 feet. The next attack roll against them counts as a natural 20 instead of a die being rolled.
Queen - Choose a single target within 30 feet. They automatically fail the next saving throw they roll.
Jack - Choose one target to make a Consitition saving throw. if they fail, their Constitution is reduced by 1d6. if this reduces their Constitution to 0, they die.
10 - Choose 1d4 targets. They must make a Str save. If they fail, they fall prone.
9 - Choose 1d4 targets. They must make a Dex save. if they fail, they are grappled until they escape.
8 - Choose 1d4 targets within 69 free to make a Constitution saving throw. If they fail, they are blinded.
7 - Choose up to 1d4 targets within 30 feet. The next attack against them has advantage.
6 - Choose one target to make a charisma saving throw. if they fail, their Charisma is reduced by your proficiency modifier until a long rest. if this reduces their Charisma to 0, they cannot speak.
5 - Choose one target to make an Intelligence saving throw. if they fail, their Intelligence is reduced by your proficiency modifier until a long rest. if this reduces their Intelligence to 0, they die.
4 - Choose one target to make a Wisdom saving throw. if they fail, their Wisdom is reduced by your proficiency modifier until a long rest. If this reduces their Wisdom to 0, they are blind and deaf.
3 - Choose one target to make a Dex saving throw. if they fail, their dexterity is reduced by your proficiency modifier until a long rest. If this reduces their dexterity to 0, they cannot move.
2 - Choose one target to make a Str saving throw. if they fail, their Strength is reduced by your proficiency modifier until a long rest. If this reduces their strength to 0, they fall prone and cannot rise.
Ace - Draw two cards immediately- if they are of the same suit, they both take effect. If they are of different suits, they are both discarded.

Jokers - Deck Manipulation
Black - Look at the next 1d6+1 cards in the deck and arrange them as desired, then replace them.
Colored - Look at the next 1d6+1 cards in the deck. Place any of them on the bottom of the deck, then return all others to the top of the deck.