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Trickster’s Cards

Some stories tell that, eons ago, a creature of mischief, wondering between planes, came across a divining deck. Enamored, the creature began to play with the cards, and, over time, the cards became imbued with the entities magics.   However, after a reading that the being feared spelled its doom, the being scattered the cards to the winds, beginning a saga of trickery and mayhem as the deck was found and discarded by countless unsuspecting magicians. No one knows where it came from, or how it’s survived intact so long, but several stories tell of the chaos that seems to follow it.

Magical Gaming Set

  • Trickster's Divination: drawing from the deck while attuned to its magic produces various illusions, some innocuous, some useful, and some destructive
  • Ancient Guile: attuning to the deck offers the wielder a glimpse into some of the trace powers of the original creature that first imbued the deck with its magic, granting them expertise in various skills of trickery
Item type
Magical
Current Location
Current Holder
Rarity
Unique
Weight
0.25 lbs.
Dimensions
5 in x 3 in
Base Price
Priceless

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Trickster’s Cards

Wondrous Item Magical Legendary (this item requires attunement)

The deck contains 20 divining cards held within a simple leather pouch.   As an action, draw a card at random and place it or throw it within 15 ft. Roll a d20 against the cards table below to determine the effect. After the effect of the card subsides, the card evaporates in a puff of harmless white smoke, returning to the deck. The deck can only be used like this once per rest.   The DC of Court cards are determined by the specific card drawn (3 is a Page of Staves, 4 is a Knight of Staves, 5 is an Acolyte of Staves, 6 is a Crown of Staves, etc.): Pages have a DC of 10 for their effect, Knights have a DC of 12 for their effect, Acolytes have a DC of 14 for their effect, and Crowns have a DC of 16 for their effect.   Creatures that are aware of the deck's illusory magic have advantage in resisting the effects of the cards. Anyone attuned to the deck is immune to its illusions.   While attuned to this item, gain Expertise (double proficiency bonus) in one skill: performance, deception, sleight of hand, or acrobatics.   Can only be attuned by a Sorcerer, Warlock, or Wizard.

Cost: Priceless Weight: 0.25


 

RollCardDCEffect
1White JesterNAA harmless puff of white smoke emits from the card for 1 minute
2Black JesterNAA harmless puff of black smoke emits from the card for 1 minute
3 - 6Page, Knight, Acolyte, Crown of Staves10, 12, 14, 16The image of a red dragonling appears, making no sound and clearly being a mirage upon close inspection, but Frightening any creature within 30 ft. that does not succeed a Wisdom saving throw. Effected creatures are Frightened of both the image and the wielder of the deck for 1 minute or until they take damage.
7 - 10Page, Knight, Acolyte, Crown of Cups10, 12, 14, 16The image of a beautiful sea nymph appears from the card, making no sound and clearly being a mirage upon close inspection, and Charming any creature within 30 ft. that does not succeed a Wisdom saving throw. Effected creatures are Charmed by both the image and the wielder of the deck for 1 minute or until they take damage.
11 - 14Page, Knight, Acolyte, Crown of Swords10, 14, 16, 18The card emits a flash of bright light and the sound of thunder, Deafening and Blinding any creature within 30 ft. that does not succeed a Constitution saving throw. Effected creatures are Deafened and Blinded for 1 minute or until they take damage.
15 - 18Page, Knight, Acolyte, Crown of Pentacles10, 12, 14, 16The card causes the ground around it to appear to suddenly and violently shake. All creatures within 30 ft. must make a Constitution saving throw. Those that fail are knocked prone.
19The SunNACast the Blur spell on yourself.
20The MoonNACast the Invisibility spell on yourself.

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