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Deck of Treasures (Lokis Deck)

Wondrous Item, Legendary


Commonly known as the Deck of Treasures, only
scholars know its true mischievous power; within inner
circles the scholar refers to this as Lokis Deck. This
beautiful deck comes in a strong leather pouch with an
etching of a joker on the outside. The same etching is
on the back of the cards.
This deck of cards contains exactly 50 cards One Ace,
One Joker, and 4 of every other card (2, 3, Jack, King,
etc).
Note: When constructing this deck for players, simply
take a new pack of cards, and make sure it has one Ace
and one Joker.
Once per day a single card can be pulled out of the
deck, granting minor (and sometimes major) benefits.
However, there is secret mischief attached to nearly
every card, which is solely controlled by the DM. The
player is never actively aware of the mischief. Note that
once a player pulls out a card, that specific player
cannot pull out another card for 3 days (although a
different player may pull out a card the next day).
There are 14 different effects when pulling out a card.
The suit of the card makes no difference (e.g. a King of
Hearts is treated the same as a King of Diamonds).
Unless otherwise noted, each effect lasts exactly 3 days.
A player that pulls the card will instantly know the
powers that it (or the item it transforms into) grants.
Any card that transforms into a physical item will
dissipate into sand after 3 days (unless otherwise
noted).
DMs Option: After a card is pulled, reshuffle it back
into the deck.
DMs Option: All pulled-cards are shuffled back into the
deck, but only when a player pulls a JOKER or ACE.
TWO: +2 Weapon
When pulled, all weapons on you receive a +2 bonus to
attack and damage rolls.
Mischief: Damage dealt by those weapons only deals
half its normal damage.

THREE: +3 Weapon
When pulled, all weapons on you receive a +3 bonus to
attack and damage rolls.
Mischief: For any combat encounter, the first time a
creature is hit by this weapon, it takes no damage.
Instead, it gains a number of temporary hit points equal
to double the damage amount.
FOUR: +2 Armor
When pulled, any armor the player is wearing receives a
+2 bonus to AC.
Mischief: Damage dealt to a player wearing this armor
is increased by 50%
FIVE: +3 Armor
When pulled, any armor the player is wearing receives a
+3 bonus to AC.
Mischief: The first 3 attacks against the player wearing
this armor, in any combat encounter, has Advantage.
SIX: Familiar
When pulled, the card will transform into a familiar
(DMs discretion) that will follow the player and take
any of her commands. The familiar grants a +2 bonus to
perception checks and has the same attributes as the
player. The familiar will stay by your side until death
(even beyond the normal 3 days)
Mischief: Whenever the familiar takes damage, it must
make a Wisdom check (DC 11). On a failed check, it is no
longer the players familiar and will immediately begin
to attack the player until it (or the player) is dead. The
first time it makes an attack against the player, it gains
Advantage.

SEVEN: Potion of Healing


When pulled, the card will transform into a potion of
healing, but the potion will be gold in color with an
etching of joker on the side. Anyone who holds the
potion will be aware of its true power: consuming the
potion heals the player to full health and grants her a +1
bonus to all attributes for one hour. Unlike the other
items in this deck, the potion will not vanish or become
powerless after 3 days. It will remain potent until drunk.
Mischief: One hour after consuming the potion, the
player will become very sick for the next 8 hours she
must immediately make a Constitution check (DC 18) or
she vomits and takes 1d4 damage; she must do this
every hour until the sickness passes.
EIGHT: Ring of Slow Digestion
When drawn, the card transforms into a ring of slow
digestion the player will not need to eat or drink
anything while the ring is worn. This effect lasts for 3
days, then the ring will vanish. If removed before the 3
days expires, the ring will vanish.
Mischief: When ring vanishes, the player will become
intensely hungry, taking 1d8 damage immediately and
an additional 1d8 every 30 minutes she does not eat, up
to 5 hours. Eating a full meal will curb this hunger (and
damage) for one hour.
NINE: Magical Arrows
When drawn, the card transforms into quiver full of +2
arrows (the bonus applies to attack rolls and damage).
Mischief: Anytime an attack roll with this arrow misses
its target, the target gains a +3 to damage on its next
attack. This bonus damage is doubled if the creature
attacks the player that fired the arrow.
TEN: Extra Health
When drawn, the player
becomes heartier, gaining a
number of temporary hit points
equal to 5 times her level! These
hit points lasts for 3 days.
Mischief: Until the 3 days has
expired, the player cannot be
healed by any magical means.

JACK: Eye-patch of Sight


When drawn, the card will transform into an eye-patch.
When the eye-patch is worn, it gives the player a
greater insight to her surroundings, granting her a +2
bonus to all attack rolls against any creature within 30
feet, and +2 bonus to all perception checks. When
worn, the eye-patch itself bond itself to the player,
preventing her from removing it normally; beginning
the third day that the eye-patch is worn, the player may
attempt to remove it with a successful Wisdom check
(DC 22). She may attempt this check once per day, and
with every check starting with the second, the DC is
reduced by 1 (cumulatively). The eye-patchs
enchantment lasts as long as the eye-patch is worn,
even beyond the normal 3 days.
Mischief: Whenever the player wearing the eye-patch
takes damage from an creatures attack, the DM
secretly makes a Wisdom check for the player (DC 15).
On a failed check, the player becomes blinded until the
end of his next turn.
Blinded: A blinded creature cant see and automatically
fails any ability check that requires sight. Attack rolls
against the creature have advantage, and the creatures
attack rolls have disadvantage.
QUEEN: Ring of Fire Breath
When drawn card transforms into Ring of Fire breath.
When worn, as an action the player may exhale a line of
fire (5 by 30 feet). Each creature caught in this fire takes
fire damage equal to 3d6 + half the players level.
Creatures caught in the fire may attempt a
Constitution check (DC 15) for half damage. The ring
may be used this way once per short rest.
Mischief: Whenever the ring is used, there is a 10%
cumulative chance that it will attract a small
dragon this dragon will target the player

wearing the ring and will immediately attack until it can


get the ring back.
KING: Kings Mount
When drawn the card transforms into a horse or other
exotic mount (DMs discretion). The mount will always
stay by the players side, even if she is not riding it.

ACE: Experience
When drawn, the player immediately gains enough XP
to advance her to the next level.

Mischief: When the player and mount are adjacent to a


foe in combat (or any aggressive situation), the DM
makes a secret Wisdom check (DC 18). On a failed
check, the Mount goes crazy and knocks the player off
of it, then runs away. The player becomes prone.

JOKER: Wildcard
When drawn the player rolls a d20 and consults the
chart below.

Prone: A prone creatures only movement option is to


crawl, unless it stands up and thereby ends the
condition. The creature has disadvantage on attack
rolls. An attack roll against the creature has advantage
if the attacker is within 5 feet of the creature.
Otherwise, the attack roll has disadvantage.

Mischief: For the next 1-8 weeks (DMs discretion), the


player gains no XP.

1d20
1
2-3
4-5
6-9
10
11
12
13
14
15
16
17
18
19
20

Result (all results are permanent)


-1 to any one attribute, DMs discretion
+5 feet Speed
+10 feet Speed
+1d4 Hit Points
+2d6 Hit Points
Advantage to all Constitution checks
+2 Perception Skill
-1 to any two attributes, DMs discretion
+1 Strength
+1 Dexterity
+1 Wisdom
+1 Intelligence
+1 Charisma
+1 Constitution
+1 to any two attributes, DMs discretion

Mischief: None. Mischief is managed.

Deck of Treasures Chart (this page is for players)


CARD EFFECT
2
Weapons you have on you receive a +2 bonus
to attack and damage rolls.
3
Weapons you have on you receive a +3 bonus
to attack and damage rolls.
4
Armor you are wearing gets a +2 AC bonus
5
Armor you are wearing gets a +3 AC bonus
6
Card will transform into a familiar (DMs
discretion) that will follow you and take any of your
commands. The familiar grants a +2 bonus to any
perception checks and has the same attributes as you.
The familiar will stay by your side until death (even
beyond the normal 3 days)
7
Card will transform into a potion of healing, but
the potion will be gold in color with an etching of joker
on the side. Anyone who holds the potion will be aware
of its true power: consuming the potion heals you to full
health and grants you a +1 bonus to all attributes for
one hour. Unlike the other items in this deck, the potion
will not vanish or become powerless after 3 days. It will
remain potent until drunk.
8
Card transforms into a ring of slow digestion
you will not need to eat or drink anything while the ring
is worn. This effect lasts for 3 days, then the ring will
vanish. If removed before the 3 days expires, the ring
will vanish.
9
Card transforms into quiver full of +2 arrows
(the bonus applies to attack rolls and damage).
10
You gain a number of temporary hit points
equal to 5 times your level! These hit points lasts for 3
days.
JACK Card will transform into an eye-patch. When
worn, it gives you a greater insight to your
surroundings, granting you a +2 bonus to all attack rolls
against any creature within 30 feet, and +2 bonus to all
perception checks. The eye-patch itself will always bond
to you; beginning the third day that the eye-patch is
worn, you may attempt to remove it with a successful
Wisdom check (DC 22). You may attempt this check
once per day, and with every check starting with the
second, the DC is reduced by 1 (cumulatively). The eyepatchs enchantment lasts as long as the eye-patch is
worn, even beyond the normal 3 days.
QUEEN Card transforms into Ring of Fire breath. When
worn, as an action you may exhale a line of fire (5 by 30
feet). Each creature caught in this fire takes fire damage
equal to 3d6 + half your level. Creatures caught in the
fire may attempt a Constitution check (DC 15) for half
damage. The ring may be used this way once per short
rest.

KING Card transforms into a horse or other exotic


mount (DMs discretion). The mount will always stay by
the players side, even if you are not riding it.
ACE
You immediately gain enough XP to advance to
your next level.
JOKER Roll a 1d20 and consult the chart below
JOKER CARD CHART
1d20 Result (all results are permanent)
1
-1 to any one attribute, DMs discretion
2-3
+5 feet Speed
4-5
+10 feet Speed
6-9
+1d4 Hit Points
10
+2d6 Hit Points
11
Advantage to all Constitution checks
12
+2 Perception Skill
13
-1 to any two attributes, DMs discretion
14
+1 Strength
15
+1 Dexterity
16
+1 Wisdom
17
+1 Intelligence
18
+1 Charisma
19
+1 Constitution
20
+1 to any two attributes, DMs discretion

Deck Usage: Once per day a single card can be pulled


out of the deck. Once you pull out a card, you cannot
pull out another card for 3 days (although a different
player may pull out a card the next day).
There are 14 different effects when pulling out a card.
The suit of the card makes no difference (e.g. a King of
Hearts is treated the same as a King of Diamonds).
Unless otherwise noted, each effect lasts exactly 3 days.
A player that pulls the card will instantly know the
powers that it (or the item it transforms into) grants.
Any card that transforms into a physical item will
dissipate into sand after 3 days (unless otherwise
noted).
Lokis Deck Created by The Le

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