Deck of Many Things
Deck of Many Things
Card Positive
Negative
Fool N/A
Negligence, nullity, etc.
Magician Skill, diplomacy, subtlety
Mental disease, disquiet
High Priestess Secrets, mystery, the future yet unrevealed, tenacity, wisdom,
passion N/A
Empress Fruitfulness, action, initiative, length of days, light, truth
N/A
Emperor Stability, power, protection, reason, authority and will
N/A
Hierophant Alliance, concord, understanding, man to whom Querent has
recourse Captivity, servitude, overkindness, weakness
Lovers Attraction, love, beauty, trials overcome
Failure, foolish design, frustrated marriage, contrarieties
Chariot War, triumph, vengeance
Riot, quarrel, dispute, litigation
Strength Courage, action, power, success, magnanimity, honors
Despotism, abuse of power, weakness, discord, disgrace
Hermit Prudence, circumspection
Treason, roguery, corruption, fear, unreasoned caution
Fortune Destiny, fortune, success, luck, felicity, increase, abundance
N/A
Justice Equity, rightness; triumph of the deserving side in law
Legal complications, bigotry, bias, excessive severity
Hanged Man Wisdom, circumspection, discernment, intuition, divination,
prophecy Trials, sacrifice, selfishness, the crowd, body politic
Death N/A
Mortality, destruction, loss of a benefactor, sleep, lethargy, petrifaction; hope
destroyed
Temperance Economy, moderation, frugality, management, accommodation
Religious sects, disunion, unfortunate combinations, competing interests
Devil N/A
Violence, vehemence, fatality, weakness, pettiness, blindness
Tower N/A
Misery, indigence, adversity, calamity, disgrace, ruin, oppression, imprisonment,
tyranny
Star N/A
Loss, theft, privation, abandonment, arrogance, haughtiness, impotence
Moon N/A
Hidden enemies, danger, darkness, deception, occult forces, instability,
inconstancy
Sun Material happiness, fortunate marriage, contentment
N/A
Judgement Change of position, renewal, outcome
Weakness, pusillanimity, simplicity
World Assured success, recompense, voyage, route, emigration
N/A
Procedure - Draw one of the Major Arcana and one of the Minor Arcana; the result is
a combination of the Major Arcana and the suit of the Minor Arcana drawn
0. The Fool All suits: Lose 10,000 XP and you must draw again
I. The Magician All suits: Increase your Intelligence score by 2; the
score can exceed 20 but can't exceed 24
Wands: Gain proficiency in Persuasion and double
proficiency bonus on checks made with that skill
Cups: Suffer from a randomly determined form of
indefinite madness (DMG pg.260)
Swords: Suffer dishonor; you have disadvantage on
Charisma checks to interact with NPCs wherever you are recognized until you can
repair your reputation
Pentacles: Gain proficiency in one type of artisan's
tools, and the appropriate tools appear at your feet
II. The High Priestess All suits: You are permanently hidden from divination
magic; you can't be targeted by such magic or perceived through magical scrying
sensors
III. The Empress All suits: Your physical age is reduced by 1d6+6 years;
you can cast Zone of Truth without using a spell slot, using Charisma as your
spellcasting ability
IV. The Emperor All suits: You gain rightful ownership of a small keep
somewhere in the world and the service of a 4th-level fighter who appears in a
space within 30 feet
V. The Hierophant All suits: Know the answer to one question, puzzle, or
dilemma you face within the next year; the knowledge comes with the wisdom on how
to apply it
Wands:
Cups:
Swords:
Pentacles:
VI. The Lovers All suits: Increase your Charisma score by 2; the score
can exceed 20 but can't exceed 24
Wands:
Cups:
Swords:
Pentacles:
VII. The Chariot All suits: Increase your Dexterity score by 2; the score
can exceed 20 but can't exceed 24
Wands:
Cups:
Swords:
Pentacles:
VIII. Strength All suits: Increase your Strength score by 2; the score
can exceed 20 but can't exceed 24
Wands:
Cups:
Swords:
Pentacles:
IX. The Hermit All suits: An NPC of the DM's choice becomes hostile
toward you; the identity of your new enemy isn't known to you, but you do receive a
clue
Wands: The betrayer will be someone who jealously
guards what they consider theirs, and believes your mere presence a threat to them
Cups: The betrayer will be someone who has suffered
great loss and seeks to destroy your joy and prosperity so that you know what it is
like
Swords: The betrayer will be someone who knows of your
triumphs and conquests, and seeks to benefit by claiming credit for them
Pentacles: The betrayer will be someone mediocre and
petty who envies your great puissance and skill
X. The Wheel of Fortune All suits: Gain 10,000 XP and you may optionally draw two
additional times
XI. Justice All suits: One of your actions has had unintended
consequences, and you must answer in a court of law for it and potentially pay a
fine
Wands: All forms of wealth that you carry or own,
other than magic items, are lost to you; all businesses, buildings, and land you
own are forfeit as well
Cups: The proceedings are fraudulent; your only hope
of leaving with any of the money you carry is to defeat the fiendish magistrate and
his thugs
Swords: You triumph in the suit due to the wisdom of
the magistrate; the false claimant is forced to pay you 25,000 silver pieces for
slandering your name
Pentacles: You must pay 100 silver pieces, but due to
your heroism being discovered during testimony, you receive a Guildhall (DMG pg.
128) as a gift
XII. The Hanged Man All suits: Perform a trial or sacrifice to increase your
Wisdom score by 2; the score can exceed 20 but can't exceed 24
Wands: You find yourself in front of a great tree in
a strange, dreamlike land; you must hang yourself and pierce yourself with a spear,
contemplating the
six symbols upon the tree for nine days and
nine nights; after this ordeal, you take a -2 penalty on saving throws forevermore
Cups: You are offered a cup from the Well of
Knowledge, but the price is one of your eyes; you have disadvantage on all ranged
attacks further than 30 feet
Swords: You receive the skull of the dead god of
knowledge and wisdom; you only receive the bonus to your Wisdom score when you
carry the skull on your person
Pentacles: In exchange for a drink of the Mead of Wisdom,
you must labor for in the service of its keeper for a summer and fall, for 180
downtime days total
XIII. Death All suits: An avatar of death appears and gives you a
choice; either fight for your life, face the avatar in a game of chess, or
designate a friend or benefactor
whose life will be taken in your stead; if
you lose or choose to sacrifice a benefactor, the dead character can never be
raised from the dead
XIV. Temperance All suits: A wondrous item (which the DM determines
randomly) appears in your hands
Wands: As you grasp the magic item, you become aware
of a legitimate buyer who will gladly pay 100% of the value of the item you just
gained
Cups: As you grasp the magic item, you become aware
of a shady buyer who will pay up to 150% the value of the item, no questions asked
Swords: As you grasp the magic item, a Shield Guardian
(MM pg.271) and two Spectators (MM pg.30) appear to attack you and reclaim the item
Pentacles: A religious sect desires the magic item you
gained; they will offer to pay 50% the value of the item, but will become hostile
if you refuse
XV. The Devil All suits: A powerful devil becomes your enemy, seeking
to make you suffer before attempting to slay you; this enmity lasts until either
you or the devil dies
XVI. The Tower All suits: You are magically imprisoned by a powerful
creature or NPC; everything you were wearing or carrying is left behind, and you
draw no more cards
XVII. The Star All suits: Every magic item you wear or carry
disintegrates; artifacts in your possession aren't destroyed but do vanish
XVIII. The Moon All suits: The next time the character is embroiled in
combat in a dark area, you are beset by Shadows (MM pg.269) from all sides
XIX. The Sun All suits: Gain 20,000 XP instantly, and twenty-five
pieces of jewelry with a base value of 2000 sp each appear at your feet
XX. Judgement All suits: You are whisked away for Judgement, a one-week
period during which you must perform a variety of ordeals; at the end of this time,
your Constitution
score increases by 2, as does your maximum
for that score; the verdict of the Judgement is also given at this time
Wands: Your cooperation is rewarded at the end of
Judgement; fifty base 1000 sp gems appear at your feet in addition to the primary
effect
Cups: Your motives are found to disrupt the balance;
your alignment becomes the opposite, or switches to some absolute commitment if it
is presently neutral
Swords: Your prowess at arms is found worthy; a rare
or rarer magic weapon with which you are proficient appears in your hands
Pentacles: Your cleverness is found disruptive; whichever
of your Intelligence or Wisdom scores is lower decreases by 1d4+1 points, and you
make one extra draw
XXI. The World All suits: You can avoid or erase one event as if it
never happened; you can use as soon as you draw the card or at any other time
before you die