Deck Of Many Things Variant

Ace of diamonds — Vizier*

King of diamonds — Sun

Queen of diamonds — Moon

Jack of diamonds — Star

Two of diamonds — Comet*

Ace of hearts — The Fates*

King of hearts — Throne

Queen of hearts — Key

Jack of hearts — Knight

Two of hearts — Gem*

Ace of clubs — Talons*

King of clubs — The Void

Queen of clubs — Flames

Jack of clubs — Skull

Two of clubs — Idiot*

Ace of spades — Donjon*

King of spades — Ruin

Queen of spades — Euryale

Jack of spades — Rogue

Two of spades — Balance*

Joker (with TM) — Fool*

Joker (without TM) — Jester

Cards labeled “unique” may only be used once, all other cards will be put on the bottom of the deck. Wish or The Fates may be used to add or remove any cards back from the deck, without negative repercussions, except The Void, or The Fates, however if The Moon is added, the next time it is drawn it is considered “unique.” If a card is removed by Wish, it is removed from the game and can not be retrieved. There can never be more than 1 copy of any card in the deck at a time. There can never be more than one copy of the deck at a time.

              Original            Variant

Balance: Your mind suffers a wrenching alteration, causing your Alignment to change. Lawful becomes chaotic, good becomes evil, and vice versa. If you are true neutral or unaligned, this card has no Effect on you.

Same as before. If true neutral or unaligned, roll 1d2 and a % die. If a 1, gain that much gold coin. If a 2, lose that much gold.

Comet: If you single-handedly defeat the next Hostile monster or group of Monsters you encounter, you gain Experience Points enough to gain one level. Otherwise, this card has no Effect.

If assisted with the combat, no XP is gained.

DM note, specifically explain this to your players.

Milestone: Singlehanded success allows the PC that defeated the Monster(s) to take an additional Feat, ASI, or Skill Proficiency, or if DM decides, a level up for the party, assistance results in nothing.

Donjon: You disappear and become entombed in a state of suspended animation in an extradimensional Sphere. Everything you were wearing and carrying stays behind in the space you occupied when you disappeared. You remain imprisoned until you are found and removed from the Sphere. You can't be located by any Divination magic, but a wish spell can reveal the location of your prison. You draw no more cards.

Same as before, but you CAN be located by Divination magic, and you can see into but not affect the world. Standard movement rules apply, but you do not have to stay with party; can be used to scout, locate, and discover secrets. Your movement changes the location of the sphere, and Divination spells would have to be recast to locate each time you move. Can be rescued within 50ft.


Euryale: The card's medusa-like visage curses you. You take a -2 penalty on Saving Throws while Cursed in this way. Only a god or the magic of The Fates card can end this curse.

Same as before, however a sacrifice by a priest, using the life essence of the sacrificed character can also remove the curse.

DM note, this lowers reputation and may cause NPCs of Lawful or Good alignment to leave/become hostile.


The Fates: Reality's fabric unravels and spins anew, allowing you to avoid or erase one event as if it never happened. You can use the card's magic as soon as you draw the card or at any other time before you die.

Can be used to undo the creation of an item, or the effect of a spell, but the effects that item or spell had are not undone. Example: if a sword is removed from creation, this card does not bring back the Creatures that were slain by this weapon.

Alternatively, with DM Discression, this card can be used to restore an item that was destroyed, or bring a Creature/Companion back to life.

This card may be held onto.


Flames: A powerful devil becomes your enemy. The devil seeks your ruin and plagues your life, savoring your suffering before attempting to slay you. This enmity lasts until either you or the devil dies.

An entity of either malevolence or benevolence comes down to undo the actions caused directly by the party. If the PC that drew this is good, the entity is evil and acts accordingly, and if the PC is evil, the entity is good. However, if the PC is neutral or unaligned, the entity is also and undoes all actions made by the party, bringing enemies back to life, resetting quests, etc.


Fool: You lose 10,000 XP, discard this card, and draw from the deck again, counting both draws as one of your declared draws. If losing that much XP would cause you to lose a level, you instead lose an amount that leaves you with just enough XP to keep your level.

Same as before. If losing that much would cause you to go down a level, you either CAN go down a level or lose one proficiency from your Ability Scores. Example: PC with 8k XP into a level, resets to 0 XP in that level and loses Strength Proficiency, or loses the remaining 2k from the previous level

If running Milestone, ALL PCs lose the progress to the next Milestone, or ALL PCs lose one Skill Proficiency. 


Gem: Twenty-five pieces of jewelry worth 2,000 gp each or fifty gems worth 1,000 gp each appear at your feet.

Creates 3 pieces of jewelry of 1D4 x 1000 value, but they are blessed, cursed, or magical. If the created jewelry is to be traded, all enchantments, blessings, or curses are lost, restoring the value to 1D4 x 1000

Idiot: Permanently reduce your Intelligence by 1d4 + 1 (to a minimum score of 1). You can draw one additional card beyond your declared draws.

Same as before, also

immediately after drawing, place the card back into the deck, shuffle, and redraw. If your Intelligence were to drop below 1, instead lose Wisdom. This does not count towards your declared draws.

Jester: You gain 10,000 XP, or you can draw two additional cards beyond your declared draws.

If the XP is chosen, this card is destroyed. If the extra cards are chosen, both MUST be drawn and after the draw phase is complete, DM inserts this card randomly into the deck.

Milestone: Split XP or +1 to a single Skill for all PCs, card destruction.

Key: A rare or rarer Magic Weapon with which you are proficient appears in your hands. The DM chooses the weapon

Same as before, but the DM rolls a die (1D6) to determine, Blessed, Cursed, Magical, or standard weapon(50%).

Knight: You gain the service of a 4th-level Fighter who appears in a space you choose within 30 feet of you. The Fighter is of the same race as you and serves you loyally until death, believing the fates have drawn him or her to you. You control this character.

The fighter can not level, and if the fighter dies, comes back as a 6th level fighter that is aggressive towards party (no additional perks, just the extra HP)


Moon: You are granted the ability to cast the wish spell 1d3 times.


Can cast exactly 3 times. The more powerful the wish the worse the side effects, up to the point where the bad is as impactful as the good. Example: Wish for 1000 platinum, this gold was stolen from a bank and the bank knows that the PC/party was the ones that did it, up to 1000 platinum bounty placed on their head


Rogue: A nonplayer character of the DM's choice becomes Hostile toward you. The identity of your new enemy isn't known until the NPC or someone else reveals it. Nothing less than a wish spell or Divine Intervention can end the NPC's hostility toward you.

Nothing can end hostility towards the PC, but the NPC selected can not be integral to the game. The only way to end the hostility is death.

Ruin: All forms of Wealth that you carry or own, other than Magic Items, are lost to you. Portable property vanishes. Businesses, buildings, and land you own are lost in a way that alters reality the least. Any documentation that proves you should own something lost to this card also disappears.

All forms of Wealth that you carry or own, including Magic Items, but not Blessed or Cursed, are lost to you. All wealth can be regained using Wish, or The Fates card penalty free, but expends one Wish or The Fates card for the rest of the game.


Skull: You summon an avatar of death-a ghostly Humanoid Skeleton clad in a tattered black robe and carrying a spectral scythe. It appears in a space of the DM's choice within 10 feet of you and attacks you, warning all others that you must win the battle alone. The avatar fights until you die or it drops to 0 Hit Points, whereupon it disappears. If anyone tries to help you, the helper summons its own Avatar of Death. A creature slain by an Avatar of Death can't be restored to life.

Same as before. If anyone tries to help, they take damage equal to 1 Hit Die, the larger if multiclassed, before the other Avatar of Death is summoned. However, if that player slays their own Avatar of Death, they are free to help the original player, penalty free

Star: Increase one of your Ability Scores by 2. The score can exceed 20 but can't exceed 24.

Can be +2 to one Ability Score, +1 to two Ability Scores, or an additional Saving Throw Proficiency for one Ability


Sun: You gain 50,000 XP, and a wondrous item (which the DM determines randomly) appears in your hands.

You gain 50k XP, the card is destroyed, or you can gain a wondrous item (DM roll for blessed, cursed, enchanted) and the card is put back in the deck.

Milestone: The XP is split/everyone gains 1 level, card is destroyed.

Note: if this card is destroyed it can not be reclaimed except by fates, unless the item(s) and level/XP are removed first.

Talons: Every magic item you wear or carry disintegrates. Artifacts in your possession aren't destroyed but do Vanish.

Every magic item you OWN disintegrates, unless blessed, or cursed. Artifacts remain unaffected


Throne: You gain proficiency in the Persuasion skill, and you double your Proficiency Bonus on checks made with that skill. In addition, you gain rightful ownership of a small keep somewhere in the world. However, the keep is currently in the hands of Monsters, which you must clear out before you can claim the keep as yours.

You may choose Persuasion or Intimidation, however only Persuasion gains the double Proficiency Bonus


Vizier: At any time you choose within one year of drawing this card, you can ask a question in meditation and mentally receive a truthful answer to that question. Besides information, the answer helps you solve a puzzling problem or other dilemma. In other words, the knowledge comes with Wisdom on how to apply it.

Same as stated.

The Void: This black card Spells Disaster. Your soul is drawn from your body and contained in an object in a place of the DM's choice. One or more powerful beings guard the place. While your soul is trapped in this way, your body is Incapacitated. A wish spell can't restore your soul, but the spell reveals the location of the object that holds it. You draw no more cards.

The object in which your soul is placed becomes a phalactary of sorts, allowing the owner of said item to control the body of the captured soul. The closer the body, the stronger the control. If the PC carries their own phalactary, the only way to truly die is with the destruction of said phalactary. If PC has the phalactary destroyed, they immediately die with no hope of resurrection. However, if the body drops to 0 HP and the phalactary is still intact, the body becomes Incapacitated until combat ends or they are stabalized, no Death Saves required.


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