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Deck of Many MORE Things!

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Deck of Many MORE Things!

In the vast multiverse, there are many tales of magical decks of cards. Some are minor arcana items, while some are vastly powerful. The Deck of Many Charms falls somewhere in between.

The Deck of Many Charms

The Deck of Many Charms was created by an archfey sorcerer to aid her allies and confound her enemies. She made sure they were simple and reliable, usable by anyone.

The sorcerer distributed the cards rather freely, so many cards were scattered about. Now, they can be found in a dragon’s hoard or a dusty wizard sanctum. Found singly or as part of a deck, each card grants a choice between two brief magical abilities.

DECK OF MANY CHARMS

Wondrous Item, Common

A character handling a card for more than 1 minute instinctively knows its powers and can activate it as a bonus action. A card can be used only once until the following dawn. Each card may can activated three times before it vanishes forever.

Card of the Black Star. This card depicts a black, seven-pointed star. When activated, you can choose one of two effects.

Shadowy Bolts. Create three obsidian bolts of void energy. Each bolt deals 1d6 + 1 necrotic damage to the target. The bolts strike at the same time, and can be directed to strike one, two, or three separate targets of your choice that you can see within 90 foot of you.

Shadowy Form. For 1 minute, you gain resistance to all non-magical bludgeoning, slashing, and piercing damage, can squeeze through 1-inch gaps, and have advantage on all DEX (Stealth) checks.

Card of the Clockwork Sage. This card depicts a clockwork wizard. When activated, you can choose one of two effects.

Clockwork Tool. You summon to your hand a small mechanical device, such as an astrolabe, compass, or pair of pliers, for 1 hour.

Clockwork Servant. You summon a clockwork beetle swarm for 1 minute or a clockwork hound for 1 hour. (See Tome of Beasts 1 for both creatures.) Either creature follows your telepathic commands.

Card of the Glorious Sun. This card depicts a golden, radiant solar disk. When the card is flourished towards an enemy, a blast of radiant solar energy bursts from the card’s image, and choose one of two effects.

Blinding Glory. The target must succeed on a DC 16 CON save or be blinded for 1 minute.

Searing Glory. Make a ranged spell attack that deals 3d6 + 3 radiant damage. (use your PB plus your DEX or spellcasting modifier, whichever is higher, for the attack).

Card of the Green Sorceress. This card depicts a sorceress in a green cloak conjuring great magic. When activated, choose one of two effects.

Peaceful Garden. A 30-foot cone of green gas shoots from the card. All creatures in the gas must succeed on a DC 16 CON save or fall prone and unconscious until the end of your next turn.

Overgrown Garden. Choose a point within 90 feet of you. A 30-foot radius area centered on it becomes overgrown with thorny brambles for 1 minute. This area is difficult terrain and any creature that moves through or ends its turn in the brambles takes 1d6 + 1 slashing damage

Card of the Greenwald. This card depicts a large oak tree with twinkling lights scattered about its bough. When activated, choose one of two effects.

Flitter. You teleport to an empty space up to 90 feet from you, in a puff of green, moss-scented mist.

Abide. You transform into a 10-foot-tall oak tree for 1 minute. You retain all your statistics and abilities, except that your speed is 0, your AC is 20, and you are considered a Large creature. If you move, speak, attack or cast a spell, you immediately return to your normal form, but you have advantage on the first attack you make after breaking the effect.

Card of the Welcoming Portal. This card depicts an oval gap in a briar hedge leading to a sun-dappled field. When activated, choose one of two effects.

Open Wide. You can open portals and restraints as the knock spell for 1 minute.

Slam Shut. You can close any open door within 30 feet you of and bar it as the arcane lock spell for 1 minute. A door remains closed after the arcane lock expires.

Card of the Raven’s Claw. This card depicts a red raven stooping to strike. When activated, choose one of two effects.

Take Mine. With a successful DC 15 DEX (Sleight of Hand) check, you snatch an object up to 30 feet away from you that you can see and that isn’t carried by another creature. The item appears in your hand instantly.

Give Yours. Your hands transform into sharp talons for 1 minute. You deal 2d8 + 2 slashing damage on a successful unarmed strike. These attacks are considered magical.

Card of the Shooting Stars. This card depicts a hail of falling stars plunging through a darkened sky. When activated, choose one of two effects.

Star Flight. You grant yourself and up to two allies within 60 feet of you a flying speed of 30 feet for 1 minute.

Star Fire. Throw three small fiery stones at an opponent as a ranged spell attack that deals 3d6 + 3 bludgeoning damage and 3d6 + 3 fire damage (use your PB plus your DEX or spellcasting modifier, whichever is higher, for the attack).

Card of the Verdant Titan. This card depicts a mighty treant. When activated, choose one of two effects.

Oaken Skin. Your skin becomes hard like oakwood for 1 minute. Your Armor Class becomes 13, and can be improved by armor, shield, DEX modifier, and other magical effects or class features. You also have advantage on checks to avoid being knocked prone.

Oaken Ally. You summon an awakened tree to fight for you for 1 minute. It follows telepathic commands from you, but only fights. If you do not direct it to attack a target, it stands still.

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