Deck Of Many Things Dmg
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How to Use the Deck of Many Things in D&D 5e
The Deck of Many Things is one of the most legendary and notorious magic items in Dungeons and Dragons. It is a deck of cards that can grant incredible rewards or terrible curses, depending on the luck of the draw. The Deck of Many Things can be a source of excitement, drama, and chaos in any D&D game, but it also comes with some risks and challenges. Here are some tips on how to use the Deck of Many Things in D&D 5e.
What is the Deck of Many Things
The Deck of Many Things, also sometimes known as the Deck of Hazards, is a magic item that started its life in the very first supplement for Dungeons and Dragons. In 1975, with the release of Greyhawk, the original version of the deck was introduced, containing 18 cards containing the royal suits and two jokers from a standard playing deck[^3^].
In D&D 5e, the Deck of Many Things is described as follows:
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 only thirteen cards, but the rest have twenty-two. Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly (you can use an altered deck of playing cards to simulate the deck). Any cards drawn in excess of this number 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 previous 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 fades from existence. Unless the card is the Fool or the Jester, the card reappears in the deck, making it possible to draw the same card twice[^1^].
The effects of each card vary from granting wishes, gaining levels, or acquiring powerful allies, to losing all your possessions, being imprisoned in another plane, or attracting the enmity of a devil. Some cards are beneficial, some are harmful, and some are both. The full list of cards and their effects can be found in the Dungeon Master's Guide (DMG) p. 162-164.
Why Use the Deck of Many Things
The Deck of Many Things is not for every game or every group. It can be a game-changer or a game-breaker, depending on how it is used and how the players react to it. Some players may love the thrill of gambling with their fate, while others may hate the randomness and unpredictability of it. Some DMs may enjoy the challenge of incorporating the deck's effects into their story, while others may find it disruptive and frustrating.
However, if used with care and consent, the Deck of Many Things can be a fun and memorable addition to any D&D game. It can create interesting situations, dilemmas, and opportunities for roleplaying and problem-solving. It can reward brave and curious players with amazing boons or teach them valuable lessons with harsh consequences. It can also add an element of mystery and wonder to your game world, as players may wonder where the deck came from, who made it, and what its purpose is.
How to Use the Deck of Many Things
If you decide to use the Deck of Many Things in your game, here are some suggestions on how to do it:
Make sure everyone is on board. Before introducing the deck to your game, talk to your players about it and make sure they are comfortable with it. Explain what it is and what it can do, and ask them if they are interested in using it or not. If some players are not keen on it, respect their choice and don't force them to draw from it.
Introduce it at an appropriate time. The deck is a major legendary item that can have significant effects on your game. Don't introduce it too early or too late in your campaign. According to Xanathar's Guide to Everything (XGtE), which is based on the tables ec8f644aee