신비한 덱(Mysterious Deck)

경이로운 아이템, 전설

상자나 주머니에서 흔히 볼 수 있는 이 덱에는 상아나 피지로 만든 카드가 들어 있습니다. 이 덱의 대부분(75%)은 13장의 카드가 들어 있지만, 22장의 카드가 들어 있는 덱도 있습니다. 덱에서 무작위로 카드를 뽑을 때 신비한 덱 표의 해당 칸을 사용합니다.

카드를 뽑기 전에 몇 장의 카드를 뽑을 것인지 선언한 다음 무작위로 카드를 뽑아야 합니다. 이 수를 초과하여 뽑은 카드는 효과가 없습니다. 그렇지 않으면 덱에서 카드를 뽑는 즉시 그 카드의 마법이 적용됩니다. 각 카드는 이전에 카드를 뽑은 후 1시간 이내에 뽑아야 합니다. 선택한 수를 뽑지 못하면 남은 수의 카드가 덱에서 저절로 날아가서 한꺼번에 효과가 적용됩니다.

카드가 한 장 뽑히면 그 카드는 사라집니다. 그 카드가 바보나 광대가 아니라면, 그 카드는 덱에 다시 나타나므로 같은 카드를 두 번 뽑을 수 있습니다. (바보나 광대가 덱에서 나온 후, 그 카드가 다시 나오면 테이블 위에 다시 굴립니다).

1d100

(13장 카드 덱)
1d100

(22장 카드 덱)
\
카드
- 01-05 밸런스
- 06-10 코멧
- 11-14 돈존
01-08 15-18 유리아레
- 19-23 페이트
09-16 24-27

원문

Mysterious Deck

Wondrous Item, Legendary

Usually found in a box or pouch, this deck contains a number of cards made of ivory or vellum. Most (75 percent) of these decks have thirteen cards, but some have twenty-two. Use the appropriate column of the Mysterious Deck table when randomly deter- mining cards drawn from the deck.

Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly. Any cards drawn in excess of this num- ber have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the pre- vious draw. If you fail to draw the chosen number, the remaining number of cards fly from the deck on their own and take effect all at once.

Once a card is drawn, it disappears. Unless the card is the Fool or Jester, the card reappears in the deck, making it possible to draw the same card twice. (Once the Fool or Jester has left the deck, re- roll on the table if that card comes up again.)

1d100

(13-Card Deck)
1d100

(22-Card Deck)



Card
01–05 Balance
06–10 Comet
11–14 Donjon
01–08 15–18 Euryale
19–23 Fates
09–16 24–27 Flames
28–31 Fool
32–36 Gem
17–24 37–41 Jester
25–32 42–46 Key
33–40 47–51 Knight
41–48 52–56 Moon
57–60 Puzzle
49–56 61–64 Rogue
57–64 65–68 Ruin
69–73 Sage

Mysterious Deck


81–8883–87Sun
88–91Talons
89–9692–96Throne
97–0097–00Void

Each card’s effect is described below.

Balance. You can increase one of your ability scores by 2, to a maximum of 22, provided you also decrease another one of your ability scores by 2.

You can’t decrease an ability that has a score of 5 or lower. Alternatively, you can choose not to ad- just your ability scores, in which case this card has no effect.

Comet. The next time you enter combat against one or more Hostile creatures, you can select one of them as your foe when you roll Initiative. If you reduce your foe to 0 Hit Points during that combat, you have Advantage on Death Saving Throws for 1 year. If someone else reduces your chosen foe to 0

Hit Points or you don’t choose a foe, this card has no effect.

Donjon. You disappear and become entombed in a state of suspended animation in an extradi- mensional sphere. Everything you’re wearing and carrying disappears with you except for Artifacts,

which stay behind in the space you occupied when you disappeared. You remain imprisoned until you are found and removed from the sphere. You can’t be located by any Divination magic, but a Wish spell can reveal the location of your prison. You draw no more cards.

Euryale. The card’s medusa-like visage curses you. You take a −2 penalty to saving throws while cursed in this way. Only a god or the magic of the Fates card can end this curse.

Fates. Reality’s fabric unravels and spins anew, al- lowing 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.

Flames. A powerful devil becomes your enemy. The devil seeks your ruin and torments you, savor- ing your suffering before attempting to slay you.

This enmity lasts until either you or the devil dies.

Fool. You have Disadvantage on D20 Tests for the next 72 hours. Draw another card; this draw doesn’t count as one of your declared draws.

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

Jester. You have Advantage on D20 Tests for the next 72 hours, or you can draw two additional cards beyond your declared draws.

Key. A Rare or rarer magic weapon with which you are proficient appears on your person. The GM chooses the weapon.

Knight. You gain the service of a Knight, who magically appears in an unoccupied space you choose within 30 feet of yourself. The knight has the same alignment as you and serves you loyally until death, believing the two of you have been drawn to- gether by fate. Work with your GM to create a name and backstory for this NPC. The GM can use a differ- ent stat block to represent the knight, as desired.

Moon. You gain the ability to cast Wish 1d3 times.

Puzzle. Permanently reduce your Intelligence or Wisdom by 1d4 + 1 (to a minimum score of 1). You can draw one additional card beyond your declared draws.

Rogue. An NPC of the GM’s choice becomes Hostile toward you. You don’t know the identity of this NPC until they or someone else reveals it. Nothing less than a Wish spell or divine intervention can end the NPC’s hostility toward you.

Ruin. 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.

Sage. At any time you choose within one year of drawing this card, you can ask a question in medita- tion and mentally receive a truthful answer to that question.

Skull. An Avatar of Death (see the accompanying stat block) appears in an unoccupied space as close to you as possible. The avatar targets only you with its attacks, appearing as a ghostly skeleton clad in a tattered black robe and carrying a spectral scythe. The avatar disappears when it drops to 0 Hit Points or you die. If an ally of yours deals damage to the avatar, that ally summons another Avatar of Death. The new avatar appears in an unoccupied space as close to that ally as possible and targets only that ally with its attacks. You and your allies can each summon only one avatar as a consequence of this draw. A creature slain by an avatar can’t be restored to life.

Star. Increase one of your ability scores by 2, to a maximum of 24.

Sun. A magic item (chosen by the GM) appears on your person. In addition, you gain 10 Temporary Hit Points daily at dawn until you die.

Talons. Every magic item you wear or carry disintegrates. Artifacts in your possession vanish instead.

Throne. You gain proficiency and Expertise in your choice of History, Insight, Intimidation, or Per- suasion. In addition, you gain rightful ownership of a small keep somewhere in the world. However, the keep is currently home to one or more monsters, which must be cleared out before you can claim the keep as yours.

Void. Your soul is drawn from your body and contained in an object in a place of the GM’s choice. One or more powerful beings guard the place. While your soul is trapped in this way, your body is inert, ceases aging, and requires no food, air, or water. A Wish spell can’t return your soul to your body, but the spell reveals the location of the object that holds your soul. You draw no more cards.


Avatar      of      Death       

Medium Undead, Neutral evil

AC 20 Initiative +3 (13) HP Half the HP maximum of its summoner Speed 60 ft., Fly 60 ft. (hover)

MOD SAVE MOD SAVE MOD SAVE

Str 16+3+3Dex 16+3+3Con 16+3+3
Int 16+3+3Wis 16+3+3Cha 16+3+3

Immunities Necrotic, Poison; Charmed, Exhaustion,

Frightened, Paralyzed, Petrified, Poisoned, Unconscious

Senses Truesight 60 ft., Passive Perception 13 Languages All languages known to its summoner CR None (XP 0; PB equals its summoner’s)

Traits                                  

Incorporeal Movement. The avatar can move through other creatures and objects as if they were Difficult Terrain. It takes 5 (1d10) Force damage if it ends its turn inside an object.

Actions                                

Multiattack. The avatar makes a number of Reaping Scythe attacks equal to half the summoner’s Proficiency Bonus (rounded up).

Reaping Scythe. Melee Attack Roll: Automatic hit, reach 5 ft. Hit: 7 (1d8 + 3) Slashing damage plus 4 (1d8) Necrotic damage.