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# The Deck of Every Thing The tarot deck is comprised of the Major Arcana, what most people are familiar with, which has 22 cards, and the Minor Arcana, which has 56 cards, for a total of 78 cards. The Deck of Every Thing makes use of all 78 of these cards, combining the existing Deck of Many things with 56 new cards. ***Ace of Wands, The Egg.*** Roll on the *reincarnation* table from the spell Reincarnate. You become that race. ***Two of Wands, Pact.*** You and an archfiend are thrust into a pact with each other. The DM determines the terms. (This can be beneficial to only one, both, or neither party). ***Three of Wands, The Milestone.*** One nonmagical weapon or shield you possess gains a magical +2 bonus. ***Four of Wands, Throne.*** You gain expertise in Persuasion. You also gain rightful ownership of a small keep, but it is full of monsters and must be cleared out before you can use it. ***Five of Wands, The Pit.*** You are teleported onto an arena on another plane. You may only return if you defeat an enemy of equal level in single combat. ***Six of Wands, The Champion.*** The DM selects and gives you a feat you meet the prerequisites for. ***Seven of Wands, Famine.*** All land, buildings, and property you own goes fallow and quickly erodes. ***Eight of Wands, Tempest.*** A great storm appears, making travel impossible for 1d6+1 weeks. ***Nine of Wands, Glass.*** You are vulnerable to all damage during the next combat. ***Ten of Wands, The Haunting.*** You gain 1d4+1 levels of exhaustion as your vitality is magically drained. ***Page of Wands, Coinpurse.*** 1d100 platinum coins appear in your coinpurse or backpack. ***Knight of Wands, The Sail.*** Your home is moved far from its current location. If you have multiple homes, they all move. ***Queen of Wands, The Coven.*** A coven of hags appear near you, and are intent on attacking you. ***King of Wands, Ritual.*** A 5-person cult appears near you, and are intent on using you for a sacrifice. ***Ace of Cups, Clay.*** You can change any number of physical traits you have, such as height, weight, gender, and eye color. If you do, you become unknown to all but those who see you change. ***Two of Cups, Signature.*** A deal you have made, or one you will soon make, will result poorly for you. ***Three of Cups, The Fates.*** You can erase one event from the past as though it never happened. This can be done now or any other time before you die. ***Four of Cups, Travel.*** You are struck by insatiable wanderlust. You must spend the next 1d6+3 days traveling to places unknown or take 1 point of exhaustion per day. ***Five of Cups, Companion.*** You gain the flaw "There's one person I trust, and only I can see this special friend." ***Six of Cups, Communion.*** You open permanent telepathic communication with one dead being. ***Seven of Cups, Gem.*** 50,000 gp worth of jewelry and gems appear at your feet. ***Eight of Cups, The Path.*** Choose one other subclass of your class. You are now that subclass. ***Nine of Cups, Luck.*** You gain 2 luck points, which can be used in the same way as in the Lucky feat. ***Ten of Cups, The Ring.*** You are married to an NPC of the DM's choice. ***Page of Cups, The Grin.*** You are incapable of feeling any emotion besides happiness. ***Knight of Cups, Bouquet.*** 1d4+1 foreign nobles seek to court you, and will send emissaries to bring you gifts. ***Queen of Cups, Valkyrie.*** You gain the service of a 4th-level female cleric of your same race (and faith if applicable). You control this character. ***King of Cups, Shatter.*** Your weapons and armor quickly wear down and dissolve over the course of 1d3 days. ***Ace of Swords, Psion.*** You gain immunity to your choice of the Charmed or Frightened condition. ***Two of Swords, Comet.*** If you single-handedly defeat the next hostile monster you encounter, you gain enough experience to gain a level. ***Three of Swords, Tides.*** You are teleported to the opposite side of whichever plane you are on. ***Four of Swords, Donjon.*** You are imprisoned, leaving your items behind. Only a wish may reveal your location ***Five of Swords, Rogue.*** An NPC turns permanently hostile towards you. ***Six of Swords, Tooth.*** You will be provoked into a fistfight with the next NPC you meet. ***Seven of Swords, Silver Tongue.*** For the next day, any lie you tell will be believed by everyone who hears you. ***Eight of Swords, The Void.*** Your soul is trapped in an object, leaving your body incapacitated. Only a wish may reveal the object's location. ***Nine of Swords, Rays.*** You are immune to the effects of the first level of exhaustion until you gain a second or higher level. ***Ten of Swords, Eurayle.*** You suffer -1 to all saving throws. ***Page of Swords, Knight.*** You gain the service of a 4th-level fighter of your same race. You control this character. ***Knight of Swords, Panther.*** Your walking speed increases by 1d4x5 feet. ***Queen of Swords, Clouded Glass.*** You are blind beyond 60 ft. This can only be reversed by a *wish*. ***King of Swords, Keep.*** You will receive news about your relation to a noble family. ***Ace of Pentacles, Gift.*** A deity or powerful NPC sends you a magic item. ***Two of Pentacles, Idiot.*** Your Intelligence is reduced by 1d4+1, to a minimum of 1. ***Three of Pentacles, Eye.*** You gain truesight out to 30 ft. ***Four of Pentacles, Hoard.*** You gain the flaw "I refuse to give up or leave behind anything I own." ***Five of Pentacles, Ersatz.*** Select one item you own. If it is ever destroyed or lost, you magically receive a replacement. ***Six of Pentacles, Charity.*** You feel the irresistible urge to donate all gold and nonmagical treasures you own to a charity or orphanage. \pagebreak ***Seven of Pentacles, Alchemy.*** Each coin you own changes its value by one grade (copper becomes silver, silver becomes electrum, electrum becomes gold, gold becomes platinum, platinum becomes copper.) ***Eight of Pentacles, The Warrant.*** Choose one class you have no levels in. You become that class at your current character level. If you have at least 1 level in each class, choose from among the classes you have the fewest levels in. ***Nine of Pentacles, Vault.*** You gain an adamantine Bag of Holding. ***Ten of Pentacles, Ancestor.*** You inherit a relative's wealth, titles, and property, but also a curse they carried. ***Page of Pentacles, Mage.*** You gain the service of a 4th-level wizard of your same race. You control this character. ***Knight of Pentacles, Thief.*** You gain the service of a 4th-level rogue of your same race. You control this character. ***Queen of Pentacles, Talons.*** All magic items you possess disintegrate (Artifacts vanish instead). ***King of Pentacles, Tax.*** A band of mercenaries will hunt you down, demanding you pay back your loan to a far-off bank. The amount you owe is equal to the amount of gold you own as you draw the card. ***0: The Fool, Fool.*** You lose 10,000 experience and draw another card. ***1: The Magician, Master.*** You gain expertise with one skill or tool of your choice. ***2: The High Priestess, Oblivion.*** You gain a permanent -5 penalty to insight checks. This can only be undone by a *wish* spell. ***3: The Empress, Patron.*** A high-leveled NPC of your same class will train you until you reach a new level. It takes 1 day of training for each 200 EXP gained. ***4: The Emperor, Greed.*** You gain the flaw "I must become the greatest at all costs." ***5: The Heirophant, Key.*** A Rare or rarer magic weapon you are proficient with appears in your hands. ***6: The Lovers, Obsession.*** You fall madly in love with an NPC of the DM's Choice. ***7: The Chariot, The Chariot.*** You gain expertise with Land and Water Vehicles. ***8: Strength, Might.*** Your Strength ability score is 23. ***9: The Hermit, Vizier.*** When you draw and up to one year afterwards, you may ask one question. It will be magically and truthfully answered alongside the information needed to apply the answer. ***10: Wheel of Fortune, Wheel of Fortune.*** Once per day, when you cast a spell, the DM can have you roll on the Wild Magic Surge table. ***11: Justice, Balance.*** Your alignment is inverted. Evil swaps with good, and chaotic with lawful. ***12: Hanged Man, Jester.*** You gain 10,000 experience. ***13: Death, Death.*** An Avatar of Death is summoned to fight you alone. ***14: Temperance, Numbness.*** You are unable to feel emotion or pain and your alignment becomes True Neutral. ***15: The Devil, Flames.*** You gain the enmity of a devil. ***16: The Tower, Ruin.*** All nonmagical wealth you own is destroyed. ***17: The Star, Star.*** Increase any one ability score by 2 to a maximum of 24. ***18: The Moon, Moon.*** You get 1d3 wishes. ***19: The Sun, Sun.*** You get 50,000 experience and a wondrous item appears in your hands. ***20: Judgment, Judgment.*** If you are Good aligned, your maximum hit points increases by 2d10. If you are neither evil nor good aligned, your maximum hit points increases by 1d10. If you are Evil aligned, you take 6d10 force damage. If you are Chaotic Evil aligned, your hit points become 0 and you fail one death save. ***21: The World, Apotheosis.*** You ascend to Godhood over the next 1000 years and no longer need to eat, drink, or sleep. Your body is still mortal, and if you die you will exist as a concept until your ascension.