The Deck of Awe and Woe


  Ace of Cups. In your next battle, all enemies consider you the worse threat and attack you without quarter above all others.

Ace of Pentacles. Drawers lifespan increases by 1d10x100 years.

Ace of Swords. 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 greater restoration spell can reverse this effect.

Ace of Wands. User gains resistance to fire damage.

Death. The character’s Charisma, Intelligence, or Wisdom score (players choice) is reduced by 1d4 points.

Eight of Cups. You gain an enemy group or faction on the material plane!

Eight of Pentacles. A business man appears at his desk. He is dressed sumptuously and looks quite comfortable, despite his infernal appearance. The devil says that the drawers family is in debt to the tune of 1 dragon's heart. To be paid in full within 1 year or forfeiture of the user's life must be enforced.

Eight of Swords. You have a keen business mind. You gain advantage on any persuasion check made in a business dealing.

Eight of Wands. The party is indebted to by a craftsman of some type. He will offer his services to the party free of charge as long as the party does not abuse their relationship. For example, a blacksmith saved from ambush would gladly repair and sharpen their weapons and shoe their horses, but asking him to forge enough swords for an army would be unreasonable.

Five of Cups. Character's highest ability score increases by 3, as all their other ability scores are reduced by 1.

Five of Pentacles. You gain a magical item in the form of a key. This item is usable only to the drawer unless willingly given to another creature. When used as if inserted into a lock, a wooden door appears which leads into a demiplane that comprises of an empty room 300 feet on each side and made of granite. Only creatures designated by the user of the key when used can enter this demiplane, and anything left here when the plane is vacated remains. The door leading to this demiplane remains where it was created on the material plane until vacated by creatures.

Five of Swords. 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.

Five of Wands. 1d4 skeletons dig their way from the ground adjacent to you and immediately attack. This counts as a surprise round, and any attacks on you during this round have advantage and auto crit on a hit.

Four of Cups. The Drawer reincarnates as something or someone completely different as with the Reincarnate spell. The old body blinks out of existence and the new one appears in it's place, and the user's clothes and gear adjust accordingly. Both the drawer and their fellow party members must make a DC 20 Wisdom save to realize that the drawer has not always been this way.

Four of Pentacles. The Drawer now sheds a level and adds a level in a new class. The nearest class possible to the drawer's abilities is chosen, either the player or DM can choose the new class (DMs discretion) but one is chosen. If a first level character draws this card, they instead simply gain a level.

Four of Swords. You lose 10, 000 XP. If this would cause you to lose more than one level, lose an amount that would bring to just having attained the level previous to your current one. Draw another card.

Four of Wands. This card grants the character the one-time ability to travel to any location on the same plane instantly, bringing with him up to 10 allies and 2,000 pounds of goods. The character must know exactly where he wishes to travel, such as a place he has been or a location on a map, but not a vague or hidden location, like the richest dungeon in the world or the Lost City of Ird. This transportation ignores all barriers against teleportation or other magical effects. The character may use this card’s effect whenever he wishes, but only once.

Judgment. Permanently reduce your Intelligence by ld4+1 (to a minimum score of 1). You can draw one additional card beyond your declared draws.

Justice. A random attribute is decreased by 2

King of Cups. Undead gain a +2 to attacks, saves, and checks against you.

King of Pentacles. Your Constitution score decreases by 1d4, and every 1d3 days you must make a Constitution save (DC 15) to regain 1 point back until you are restored.

King of Swords. If the character refuses to participate in the next hostile combat and the party must retreat, the character gains a level. If the character participates or informs any other member of the party, they lose a level instead.

King of Wands. You gain the service of a companion with the statistics of a Bandit Lord.

Knight of Cups. You permanently gain +2 to AC whether you are wearing armor or not.

Knight of Pentacles. Upon drawing this card, the character may choose to draw up to three additional cards. In addition to those cards’ effects, the character’s base land speed increases by +10 feet for each card he draws.

Knight of Swords. Gain XP equal to character level x 1000

Knight of Wands. The drawer is unable to speak for 1d6 days.

Nine of Cups. The drawer must draw another card. Additionally the three nearest allies to the drawer must also draw a card.

Nine of Pentacles. The bones rattle as you gaze into time, you may speak with one deceased person whose soul is free and willing and ask them three questions which they must answer honestly and to the best of their ability.

Nine of Swords. User gains the ability to also breathe underwater, and gains a swim speed of 30 feet.

Nine of Wands. You gain vulnerability against fire for 1d12 days.

Page of Cups. An enemy of the party becomes an ally.

  Page of Pentacles. Gain proficiency in a skill of your choice.

Page of Swords. The character physically becomes a member of the opposite gender.

Page of Wands. 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.

Queen of Cups. This card flashes with light but does nothing.

Queen of Pentacles. Learn one cantrip from any spell list.

Queen of Swords. You instantly learn 1d6 languages of your choice.

Queen of Wands. Time waits for no man. But now it waits for you. The drawer of this card can stop the flow of time around them at will, giving them an additional full turn. Once used, this ability can't be used for 1d4 days.

Seven of Cups. A pain shoots up one of your legs, and you gain a permanent limp. You speed is reduced by 5 feet and you lose -2 to Dexterity.

Seven of Pentacles. The drawer grows a pair of black, feathered wings that bestow a flying speed of 50 feet. The wings are permanent additions to the character.

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

Seven of Wands. The drawer gains a +4 to intelligence, to a maximum of 24.

Six of Cups. The drawer of this card gains an enchanted gem. Crushing the gem in one's hand and speaking the name of one that has passed will bring that person back to life as with the spell true resurrection, except that the limit for bringing someone back is extended to a thousand years.

Six of Pentacles. This card flashes with light but does nothing.

Six of Swords. You have disadvantage on saves against poison.

Six of Wands. This card manifests a talking parrot. Her name is Polly, and she repeats everything you say.

Strength. An angelic figure (a Solar) appears before the drawer and informs them that the next time their need is great, they have but to call his name and he will aid them.

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

Ten of Cups. You suffer a permanent -2 penalty to saves. Can only be undone by a god, the wish spell, or similarly powerful magic.

Ten of Pentacles. You gain a boon of power. If you are a spell caster you gain three additional spells that you can know and prepare. If you are not a spell caster, pick a spell from the wizard spell list equal to half of your character level rounded up, and you can cast this spell once per day without material components, and intelligence is your spellcasting ability for this spell.

Ten of Swords. A +1 longbow and quiver with 50 +1 arrows appear at the drawer's feet.

Ten of Wands. When you draw this card, you must choose one person. This person can be anyone on the same plane, but must be someone that you are familiar with. You now have a mental bond with this person, as with the spell telepathy, except this bond is permanent.

The Chariot. The drawer is irrevocably changed as either their class or race changes (their choice) and they gain a level.

The Devil. You gain the ability to turn invisible, as with the invisibilty spell, once per day.

The Emperor. You may speak with plants at will and use Plant Growth once per day.

The Empress. 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.

The Fool. The drawer goes blind for 1d6 days.

The Hanged Man. In the next conflict or battle, you will miss in any attack, be it by weapon, spell or mind. If you survive, this defeat will become a powerful source of strength, adding + 2 to your constitution.

The Hermit. Time around the card drawer stops, and out of seemingly thin air a silhouetted figure steps out and demands a fight to the death. Regardless of the drawers response if any, the figure attacks. The figure is a duplicate of the drawer in terms of abilities and stats. If the drawer wins they immediately gain one level.

The Hierophant. The drawer gains the ability to once per day send messages over long distances, as with the sending spell, accept the drawer does not need to be familiar with the recipient, and the recipient knows the senders intention with the message.

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

The Lovers. 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.

The Magician. You are able to cast true sight on yourself, with no material components, up to three times.

The Moon. Once during the next year at a time of your choosing, you may invoke the power of this card. Upon doing so, you choose one enemy that you are fighting, and for the next 1d6 turns you must attack this enemy. During this time, you are immune to any attacks and effects both magical and nonmagical from any creature other than the chosen enemy, and attacks against this enemy have advantage and does maximum damage.

The Star. Character is seated at a table with 1d4 random powerful creatures or gods. The game of chance is decided by the table, by majority vote. Tie broken by single-shot rock-paper-scissors. Character initiates what is being gambled on. After the game, short of any curious winnings (life, service, etc.) all participants are returned to where they were when this card was drawn.

The Sun. The person who draws this card is granted 1d4 Wishes (as per the 9th level magic user spell).

  The Tower. A rare or rarer magic weapon with which you are proficient appears in your hands. The DM chooses the weapon.

The World. You are immune to the effects of aging, both naturally and magically, for the next 1d12 years.

Three of Cups. You gain proficiency in the Persuasion skill, and you double your proficiency bonus on checks made with that skill. In addition, two pieces of parchment appear in your hand. The first being a map that leads to a keep currently occupied by a enemy force (DMs discretion as to what). The second document has unintelligible writing on it when it first appears, but once the keep has been cleared of enemies the document flies from wherever it was being kept and hovers in mid-air, and a quill made of sold gold appears above it. The document is clearly the deed to the keep, and any character(s) that signs the document within the next minute gains legal ownership of the keep, with all relevant records reflecting such. The quill then disappears. The next day 3d6 guards and 5d6 commoners arrive ready to protect the keep and work the land.

Three of Pentacles. Draw two more cards.

Three of Swords. You feel extra lucky. At a time of your choosing, you may re-roll one d20 roll and use either result.

Three of Wands. A random attribute is increased to 18, or if already equal to or higher than it is increased by 2.

Two of Cups. Something the user does in the next town, some feat, or overt act, is picked up by some locals as a sign of the user's divinity. A cult will form and followers will begin to appear

Two of Pentacles. Drawing this card, you disdain death. The next time you die, next turn you pulse with life and are immediately restored to life, as with the true resurrection spell.

Two of Swords. Time seems to slow down around you. For the next 24 hours you are under the effects of the haste spell, after which you gain two levels of exhaustion for seven days. Only a wish spell can undo this ehaustion before then.

Two of Wands. 255 Modron appear and ask the user one question - "What is your designation?" Any answer other than "256" will result in the Modron experiencing a feedback loop and the entire group teleports 1d100 miles in random cardinal directions, where they will attempt to catalogue the local lifeforms and reunite with the collective. If "256" is given as an answer, the Modron will serve the user to the best of their ability short of suicide or death for 1 week, after which time they will return to the Outer Planes (Mechanus).

Wheel of Fortune. Your Strength increases by +4, but Intelligence drops by 2.