Luck of the Draw Tales speak of an archfey, enraptured by the legend of a deck of cards, capable of bending reality at it's whim, changing mortals' lives forever. To archfey, that sounds like a challenge, and he set out to craft a deck, so powerful, that it would the fate of both mortals and gods alike. This deck is meant to be the focus of a campaign, and as such, has many possibly worldchanging effects. Thoroughly consider the consequences before putting this item into your campaign. We both know your players won't The Tarot Deck of Fate Wonderous item, Artifact Contained within a leatherbound pouch, this deck of major arcana tarot cards is intricately decorated with leaf gold and made of red dyed vellum. The Deck contains 21 cards. This item has 1 Charge that recharges every week. You may expend 1 Charge and use your action to draw a card from the deck. Every full-moon, the deck's true power is revealed. Consult the next page for the effects of The Full Moon Tarot Deck of Fate. The Fool: This card symbolizes potential and new beginnings. If you are less than halfway to your next level, you gain 5000 XP and Inspiration. I - The Magician: This card symbolizes the your potential to manifest your desires. You may add half your proficiency bonus rounded down (on top of you normal proficiency bonus) to all checks and attacks (including spell attacks and DC) that you are proficient in. This effect wears off at midnight. II - The High Priestess: This card symbolizes wisdom, serenity, knowledge and understanding. You may cast Scrying once, with a -4 to the target's saving throw. You must use Scrying before midnight, or the spell is lost. III - The Empress: This card symbolizes strength in femininity. You appear more beautiful than before, and have advantage on all charisma based checks and saving throws. This effect wears off after a week. IV - The Emperor: This card symbolizes strength in masculinity and protection. You gain a +2 bonus to AC. As a reaction, when a creature attacks an ally you can see, you may extend your magical protection to the ally and impose disadvantage on the attack roll. This effect wears off at midnight. V - The Hierophant: This card symbolizes a conform to the authorities and norms. Your alignment changes to lawful. In combat, you may use your bonus action to impose the law on a creature you can see. The creature must make a charisma saving throw (DC: 16) or be unable to take the Attack action for the turn. This effect wears off at midnight. VI - The Lovers: This card symbolizes harmony and perfection. You cannot gain disadvantage for any reason (DM's discretion). This effect wears off after an hour. VII - The Chariot: This card symbolizes victory and confidence. You are immune to fear and your hp increases by 20. This effect wears off at midnight. VIII - Strength: This card symbolizes inner strength and will. You have advantage on saving throws against magic and death saving throws. IX - The Hermit: This card symbolizes introspection and understanding. You can cast Legend Lore once targeting something in your past, even if it isn't of legendary importance. You must use Legend Lore before midnight, or the spell is lost. X - Wheel of Fortune: This card symbolizes the cycle of good and bad. Whenever you take damage, you may use your reaction to deal the same damage to your attacker. The reflected damage cannot be reduced by resistances or immunities. This effect wears off at midnight. XI - Justice: This card symbolizes judgement and law. You cannot commit a sin during this cards effect (DM's discretion). Whenever you see a creature commit a sin you may deal 3d6+4 force damage to the creature as a free action. This effect wears off at midnight. XII - The Hanged Man: This card symbolizes a need to suspend action. You may delay your turn however you like in the initiative order, but you cannot take more than two turns in a row. This effect wears off at midnight. XIII - Death: This card symbolizes the end of a phase of life and change. If you level up within the effect of this card, and choose to multiclass, you gain 5000 XP. This effect wears off after a week. XIV - Temperance: This card symbolizes balance and patience. You gain a working watch on you left wrist, counting down from seven days. This effect wears off after a week. When this cards effect ends you gain 2500 XP and the deck gains an additional charge to a maximum of two. You cannot gain another charge until both charges are used. XV - The Devil: This card symbolizes fears. You are paranoid and untrusting of even your comrades. You cannot be suprised and gain +5 to initiative. This effect wears off after a week. XVI - The Tower: This card symbolizes destruction and despair. You can cast Immolation once as a fifth level spell (DC 16). You must use Immolation before midnight, or the spell is lost. XVII - The Star: This card symbolizes hope and blessing. You can cast Mass Cure Wounds once as a fifth level spell (+3 as the modifier). You must use Mass Cure Wounds before midnight, or the spell is lost. 1

XVIII - The Moon: This card symbolizes unseen motives and secrets. You can cast Greater Invisibility once. You must use Greater Invisibility before midnight, or the spell is lost. XIX - The Sun: This card symbolizes success and positivity. Whenever you roll a 1 on a d20, you may reroll the die and take that result instead. This effect wears off after a week. XX - Judgement: This card symbolizes awakening and a evaluation on the past. Whenever a creature you can see is reduced to zero hitpoints, you may use your reaction to instead reduce them to 1 hit point. You may use this ability 3 times. This effect wears off after a week and any uses not expended are then lost. XXI - The World: This card symbolizes the end of a journey and completion. You gain knowledge of how to progress with your highest personal goal (DM's discretion). The Full Moon Tarot Deck of Fate Wonderous item, Artifact The deck glows with iridescent, and seems to glow brighter the closer it is to the moon. When held by a worthy soul, the deck eminates a low hum, and opens more easily than ever before. When drawing from The Full Moon Tarot Deck of Fate, shuffle the tarot cards normally, Then put the deck down on the table. The user will designate a half of the deck to be turned 180 degrees, bottom or top half. The deck should now be shuffled again. Draw one card. If the card is upright for the dealer, resolve the despair result of the card, if the card is upright for the user, resolve the glory result of the card. All effects of The Full Moon Tarot Deck of Fate are permanent, unless otherwise stated. The Fool: Glory: You narrowly averted crisis, but the journey has only just begun. You draw 2 cards. Despair: Your journey begins anew. You are reverted to the moment you began adventuring, reduced to level one. Any experience you recieve is quadrupled. I - The Magician: Glory: Your talents multiply greatly. Your proficiency bonus is +6, cannot be increased, and your highest ability score is increased by 4 (Max 24). Despair: Search the deck for the next Despair card. It affects you and the nearest creature. II - The High Priestess: Glory: You gain the wisdom and intelligence of a thousand lifetimes. Your wisdom and intelligence ablility scores are 19. You learn of a method of which you can achieve godhood. Despair: Your mind rots at the power of the card. Your wisdom and intelligence scores are reduced to 5, but you are immune to divination magic and being charmed. III - The Empress: Glory: Your femininity and charm grows exponentionally. Your gender is changed to female, if you were not already. Your Charisma ability score increases by 6 (max 24). You may cast Dominate Monster, using your charisma for spellcasting, once a day. When you do so, the duration is increased to 24 hours, you don't need to maintain concentration and the target does not realise it has been dominated when the spell ends. Despair: Your body grows misshapen and dark. Your Charisma ability score is 4. You gain +10 to all intimidation checks. No Backsies When a creature draws from The Full Moon Tarot Deck of Fate, a mark is left on it's soul, and deems it unworthy to redraw. Any attempts to voluntarily draw a Full Moon Card after you have already drawn, yields a Despair. If looking to reverse the effects of a card, perhaps you should seek out help from the gods or even the creator of the deck itself? 2

IV - The Emperor: Glory: Your skin begins to glow with magical light and you feel more invigorated than ever before. You gain resistance to all damage. Your Constitution score is increased by 6 (max 24). Despair: Your reflexes slow down and your body is cursed. You automatically fail all saving throws, and any creature within 5 ft. of you is affected by the Slow spell (DC: 21). V - The Hierophant: Glory: You have become law itself. Your alignment is lawful, and cannot be changed by any means. You may cast Imprisonment on any creature within 30 ft. you see break the law, with a save DC of 21 and the casting time reduced to an action. You may use this ability once a day. Despair: You have crossed the law a final time. You are imprisoned as per the Burial option of the Imprisonment spell. The condition for release is that another person must draw any Glory card, and relinquish their abilities to free you from your prison. VI - The Lovers: Glory: Your personalty almost bends to fit your nearests', harmonizing as soulmates' would. Your nearest friend or lovers soul is now connected to yours. You can know your soulmates exact location as long as you are on the same plane of existence. Whenever one of you take damage, it is halved, and transferred to the other. Whenever one of you are healed, the other is healed for the same amount. Long rests do not heal any health, unless you sleep within 30 ft. of your soulmate. You both have advantage on all saving throws while within 30 ft. of one another. If your soulmate dies, you lose all benefits of The Lovers card and suffer the effects of the Despair option. Despair: Your nearest friend or lover dies tragically and you can never learn to love again. You gain two levels of exhaustion. These cannot be removed by any means except the Wish spell. VII - The Chariot: Glory: You are fated to triumph. Once a day, you may replace any attack roll, saving throw, or ability check made by you or a creature you can see with either a critical success or a critical failure. Despair: Your fate is to fail in the most crucial of moments. Whenever you are in lethal danger, any attack roll, saving throw, or ability check made by you are critical failures. Any damage you do, and any healing you recieve is the lowest possible. If you die, the curse passes onto the creature who killed you. VIII - Strength: Glory: You gain the willpower of a god. You radiate an aura for 100 ft. that blocks all divination magics from entering. You are immune to being charmed. You have advantage on saving throws against magic, and always critically succeed on death saving throws. Despair: Your will faulters in even the easiest of situations. Whenever you see a creature you are not close friends with, you are frightened by it. Additionally, whenever you start your turn in combat, you must succeed a DC 16 Wisdom saving throw or unleash a d. IX - The Hermit: Glory: You gain the ability to meditate upon your past at will. You can cast Legend Lore once a day, targeting a moment in your past. You may target anything, even if it isn't of legendary importance. Despair: You are doomed to completely forget your past. You lose all of your profeciencies, all of your languages but common, and all of your memories. X - Wheel of Fortune: Glory: You become a master of the cycle of life and death. When you die, you may cast True Resurrection targeting yourself. You may only do this once. The spell takes effect even if other cards would render you unable to be resurrected. Despair: Your cycle has been tampered with. Your soul escapes your body, leaving it motionless where you once stood, and is trapped inside the mind of a child of the DM's designation. You are fully aware of your prison, but cannot interfere in any way with the child. You are released when the child dies, and immediately age equivalent to the duration of your imprisonment. XI - Justice: Glory: Your thrist for justice grows. You gain a +10 bonus checks to insight when determining whether a character is lying or not. When you catch a person in a lie, you may use your action to force them to speak the full truth about the question. Resisting this will deal 5d10 psychic damage to the lying creature. Despair: Justice is a balance. You are cursed as per the Geas spell to never lie. This includes irony and figures of speech. This cursed is represented by a transparent golden scale, ever present behind your head. XII - The Hanged Man: Glory: You gain power over time itself. You may cast Timestop once, ignoring the rules about not affecting creatures other than yourself. XIII - Death: Glory: Your life changes drastically, for the better. Your alignment is flipped (lawful=chaotic, good=evil). You lose all levels in your class, and gain equivilent levels in another class (DM's discretion). You gain 1 legendary item you know of. Despair: Your life changes drastically, for the worse. Your alignment is flipped (lawfulchaotic, goodevil). You lose all levels in your class, and gain equivilent levels in another class (DM's discretion). You lose all magic items in your possesion. XIV - Temperance: Glory: Your patience will pay off in future. You gain a working watch on you left wrist, counting down from one year. At the end of the duration, search the deck for the two first Glory cards. They take effect. Despair: You patience will be unrequited. You gain a working watch on you left wrist, counting down from one year. XV - The Devil: Glory: You master the art of inducing fear. As an action, you may unleash a deafening schreech/roar/howl or other sound that strikes fear into the hearts of even gods. Any creatures you choose within 60 ft. must make a wisdom saving throw (DC:21), or be frightened by you. This effect ignores immunity to fear, even from other cards. Despair: You are extremely paranoid and prone to attacking at little agitation. In combat, you cannot face away from any creature, or you suffer 2d10 psychic damage. You cannot be suprised. 3