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Deck of Many Things

The Deck of Many Things is one of the most legendary and dangerous magic items in D&D. This deck of beautifully illustrated cards contains incredibly powerful magic that can instantly change a character's fate - for better or worse. Each card drawn can grant immense power, bestow terrible curses, or cause reality-warping effects. Many campaigns have ended (or been transformed) by this item.

At a Glance

Type
Wondrous Item
Rarity
Legendary
Attunement
Not required

How It Works

Usually found in a box or pouch, this deck contains a number of cards made of ivory or vellum. Most (75 percent) of these decks have only thirteen cards, but the rest have twenty-two. Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly (you can use an altered deck of playing cards to simulate the deck). Any cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous draw. If you fail to draw the chosen number, the remaining number of cards fly from the deck on their own and take effect all at once. Once a card is drawn, it fades from existence. Unless the card is the Fool or the Jester, the card reappears in the deck, making it possible to draw the same card twice.

Common Mistakes

Common Mistake
Not having a session zero discussion before introducing this campaign-altering item
Common Mistake
Forgetting that players declare how many cards BEFORE drawing
Common Mistake
Allowing players to stop drawing mid-declaration (they must draw the declared number)
Common Mistake
Not tracking which cards have been drawn (most cards disappear after being drawn)
Common Mistake
Assuming you can draw one card per day (you have 1 hour between draws)
Common Mistake
Thinking you can inspect cards before drawing (you must draw randomly)

DM Tips

DM Tip
This item can end campaigns - only introduce it if you're ready for chaos
DM Tip
Have backup plans for character death, soul entrapment, and reality changes
DM Tip
The Void and Donjon cards can remove PCs from the campaign entirely
DM Tip
Consider using a partial deck (13 cards) instead of full deck (22 cards) to reduce chaos
DM Tip
Make the deck's reputation known in-world so players understand the stakes
DM Tip
Track the consequences of cards carefully - some have long-term effects
DM Tip
The Avatar of Death created by the Skull card can TPK unprepared parties
DM Tip
This item works best in high-level campaigns where players can handle the chaos

Frequently Asked Questions

Sources & Further Reading