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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. THREE: +3 Weapon
When pulled, all weapons on you receive a +3 bonus to
Once per day a single card can be pulled out of the attack and damage rolls.
deck, granting minor (and sometimes major) benefits.
However, there is secret mischief attached to nearly Mischief: For any combat encounter, the first time a
every card, which is solely controlled by the DM. The creature is hit by this weapon, it takes no damage.
player is never actively aware of the mischief. Note that Instead, it gains a number of temporary hit points equal
once a player pulls out a card, that specific player to double the damage amount.
cannot pull out another card for 3 days (although a
different player may pull out a card the next day). FOUR: +2 Armor
When pulled, any armor the player is wearing receives a
There are 14 different effects when pulling out a card. +2 bonus to AC.
The suit of the card makes no difference (e.g. a King of
Hearts is treated the same as a King of Diamonds). Mischief: Damage dealt to a player wearing this armor
is increased by 50%
Unless otherwise noted, each effect lasts exactly 3 days.
A player that pulls the card will instantly know the FIVE: +3 Armor
powers that it (or the item it transforms into) grants. When pulled, any armor the player is wearing receives a
Any card that transforms into a physical item will +3 bonus to AC.
dissipate into sand after 3 days (unless otherwise
noted). Mischief: The first 3 attacks against the player wearing
this armor, in any combat encounter, has Advantage.
DMs Option: After a card is pulled, reshuffle it back
into the deck. SIX: Familiar
When pulled, the card will transform into a familiar
DMs Option: All pulled-cards are shuffled back into the (DMs discretion) that will follow the player and take
deck, but only when a player pulls a JOKER or ACE. any of her commands. The familiar grants a +2 bonus to
perception checks and has the same attributes as the
TWO: +2 Weapon player. The familiar will stay by your side until death
When pulled, all weapons on you receive a +2 bonus to (even beyond the normal 3 days)
attack and damage rolls.
Mischief: Whenever the familiar takes damage, it must
Mischief: Damage dealt by those weapons only deals make a Wisdom check (DC 11). On a failed check, it is no
half its normal damage. 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 JACK: Eye-patch of Sight
she vomits and takes 1d4 damage; she must do this When drawn, the card will transform into an eye-patch.
every hour until the sickness passes. When the eye-patch is worn, it gives the player a
greater insight to her surroundings, granting her a +2
EIGHT: Ring of Slow Digestion bonus to all attack rolls against any creature within 30
When drawn, the card transforms into a ring of slow feet, and +2 bonus to all perception checks. When
digestion the player will not need to eat or drink worn, the eye-patch itself bond itself to the player,
anything while the ring is worn. This effect lasts for 3 preventing her from removing it normally; beginning
days, then the ring will vanish. If removed before the 3 the third day that the eye-patch is worn, the player may
days expires, the ring will vanish. attempt to remove it with a successful Wisdom check
(DC 22). She may attempt this check once per day, and
Mischief: When ring vanishes, the player will become with every check starting with the second, the DC is
intensely hungry, taking 1d8 damage immediately and reduced by 1 (cumulatively). The eye-patchs
an additional 1d8 every 30 minutes she does not eat, up enchantment lasts as long as the eye-patch is worn,
to 5 hours. Eating a full meal will curb this hunger (and even beyond the normal 3 days.
damage) for one hour.
Mischief: Whenever the player wearing the eye-patch
NINE: Magical Arrows takes damage from an creatures attack, the DM
When drawn, the card transforms into quiver full of +2 secretly makes a Wisdom check for the player (DC 15).
arrows (the bonus applies to attack rolls and damage). On a failed check, the player becomes blinded until the
end of his next turn.
Mischief: Anytime an attack roll with this arrow misses
its target, the target gains a +3 to damage on its next Blinded: A blinded creature cant see and automatically
attack. This bonus damage is doubled if the creature fails any ability check that requires sight. Attack rolls
attacks the player that fired the arrow. against the creature have advantage, and the creatures
attack rolls have disadvantage.
TEN: Extra Health
When drawn, the player QUEEN: Ring of Fire Breath
becomes heartier, gaining a When drawn card transforms into Ring of Fire breath.
number of temporary hit points When worn, as an action the player may exhale a line of
equal to 5 times her level! These fire (5 by 30 feet). Each creature caught in this fire takes
hit points lasts for 3 days. fire damage equal to 3d6 + half the players level.
Creatures caught in the fire may attempt a
Mischief: Until the 3 days has Constitution check (DC 15) for half damage. The ring
expired, the player cannot be may be used this way once per short rest.
healed by any magical means.
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 ACE: Experience
get the ring back. When drawn, the player immediately gains enough XP
KING: Kings Mount to advance her to the next level.
When drawn the card transforms into a horse or other
exotic mount (DMs discretion). The mount will always Mischief: For the next 1-8 weeks (DMs discretion), the
stay by the players side, even if she is not riding it. player gains no XP.

Mischief: When the player and mount are adjacent to a JOKER: Wildcard
foe in combat (or any aggressive situation), the DM When drawn the player rolls a d20 and consults the
makes a secret Wisdom check (DC 18). On a failed chart below.
check, the Mount goes crazy and knocks the player off
of it, then runs away. The player becomes prone. 1d20 Result (all results are permanent)
1 -1 to any one attribute, DMs discretion
Prone: A prone creatures only movement option is to 2-3 +5 feet Speed
crawl, unless it stands up and thereby ends the
4-5 +10 feet Speed
condition. The creature has disadvantage on attack
rolls. An attack roll against the creature has advantage 6-9 +1d4 Hit Points
if the attacker is within 5 feet of the creature. 10 +2d6 Hit Points
Otherwise, the attack roll has disadvantage. 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

Mischief: None. Mischief is managed.


Deck of Treasures Chart (this page is for players) KING Card transforms into a horse or other exotic
CARD EFFECT mount (DMs discretion). The mount will always stay by
2 Weapons you have on you receive a +2 bonus the players side, even if you are not riding it.
to attack and damage rolls. ACE You immediately gain enough XP to advance to
3 Weapons you have on you receive a +3 bonus your next level.
to attack and damage rolls. JOKER Roll a 1d20 and consult the chart below
4 Armor you are wearing gets a +2 AC bonus
5 Armor you are wearing gets a +3 AC bonus JOKER CARD CHART
6 Card will transform into a familiar (DMs 1d20 Result (all results are permanent)
discretion) that will follow you and take any of your 1 -1 to any one attribute, DMs discretion
commands. The familiar grants a +2 bonus to any
perception checks and has the same attributes as you. 2-3 +5 feet Speed
The familiar will stay by your side until death (even 4-5 +10 feet Speed
beyond the normal 3 days) 6-9 +1d4 Hit Points
7 Card will transform into a potion of healing, but 10 +2d6 Hit Points
the potion will be gold in color with an etching of joker 11 Advantage to all Constitution checks
on the side. Anyone who holds the potion will be aware
12 +2 Perception Skill
of its true power: consuming the potion heals you to full
health and grants you a +1 bonus to all attributes for 13 -1 to any two attributes, DMs discretion
one hour. Unlike the other items in this deck, the potion 14 +1 Strength
will not vanish or become powerless after 3 days. It will 15 +1 Dexterity
remain potent until drunk. 16 +1 Wisdom
8 Card transforms into a ring of slow digestion
17 +1 Intelligence
you will not need to eat or drink anything while the ring
is worn. This effect lasts for 3 days, then the ring will 18 +1 Charisma
vanish. If removed before the 3 days expires, the ring 19 +1 Constitution
will vanish. 20 +1 to any two attributes, DMs discretion
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 Deck Usage: Once per day a single card can be pulled
equal to 5 times your level! These hit points lasts for 3 out of the deck. Once you pull out a card, you cannot
days. pull out another card for 3 days (although a different
JACK Card will transform into an eye-patch. When player may pull out a card the next day).
worn, it gives you a greater insight to your
surroundings, granting you a +2 bonus to all attack rolls There are 14 different effects when pulling out a card.
against any creature within 30 feet, and +2 bonus to all The suit of the card makes no difference (e.g. a King of
perception checks. The eye-patch itself will always bond Hearts is treated the same as a King of Diamonds).
to you; beginning the third day that the eye-patch is
worn, you may attempt to remove it with a successful Unless otherwise noted, each effect lasts exactly 3 days.
Wisdom check (DC 22). You may attempt this check A player that pulls the card will instantly know the
once per day, and with every check starting with the powers that it (or the item it transforms into) grants.
second, the DC is reduced by 1 (cumulatively). The eye- Any card that transforms into a physical item will
patchs enchantment lasts as long as the eye-patch is dissipate into sand after 3 days (unless otherwise
worn, even beyond the normal 3 days. noted).
QUEEN Card transforms into Ring of Fire breath. When
worn, as an action you may exhale a line of fire (5 by 30 Lokis Deck Created by The Le
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.

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