The Deck of Dawnlights Mystics Wondrous Item, Artifact A powerful relic made by the God of Dawn, Lathander. Blessed by the morning sun, this deck of cards grants boons to his devout followers. Some say these cards were made as a gift to Lathander's worshippers, though others believe it was made as a test of faith. No one truly knows why such a wonderous item was created, except Lathander himself. The deck contains 26 Cards, sealed in a leather pouch with the symbol of Lathander emblazoned on the front. The back has an insricption in Celestial engraved on it. The Inscription Reads: For Blessing or Curse For Better or Worse At Dawns first light Behold my sight. The pouch is sealed shut, and cannot be opened by any means, magical or physical. The only time the pouch unseals is sunrise, when the pouch is outside and touched by the sun's light. The pouch will remain unsealed for one hour or until a card is drawn. When open, one person/creature may draw one card from the pouch. The pouch is then immediately sealed and the drawn card has it's effect activated as per the card. The person/creature drawing the card does not have to see the card for it to take effect unless otherwise stated The Cards For the purposes of drawing a physical card in real life, each card has been assigned a card from a deck of cards. Remove any cards from the deck not listed and shuffle it, allowing your players to draw a random card. The Star (Ace of Spades) An image of a burning star is present on the card. A bright light streaks across the sky, a shooting star burning so intensely that it’s visible even in the dim light of dawn. The person who draws this card feels a warm energy radiating inside them, and a strong feeling of being able to accomplish their goals accompanies it. The person who drew this card gains 10 Minor Wishes that they can use in the form of rolls from a d20. They get 5 Natural 20’s and 5 Natural 1’s. The person can use these 10 rolls in place of any dice roll, friend or foe, creature or object. The person cannot use these if they are not aware of the action incurring the dice roll. The wishes cannot be transferred to another person under any circumstances. If the person dies before all wishes are used, the remaining are lost forever. Images: Forgotten Realms Wikipedia The Mirror (Ace of Hearts) An image of an ornate mirror is present on the card. The card shimmers brilliantly, the image depicted on the front fading to reveal a perfectly reflective surface. The person who draws this card is strongly compelled to look into the mirror, and must pass a DC20 Constitution check to resist the urge. The card transforms itself into a perfect copy of the first person or creature to look into the mirror. The copy has the exact same stats and items that the original had the moment they looked into the mirror. The person who drew the card must then roll 1d2. If a 1 or Heads is rolled, the creature is hostile, and will attack the person who drew the card. If a 2 or Tails is rolled, the creature is friendly and their actions will be controlled by the player who drew the card. At the next sunrise, the copy is destroyed, along with any remaining items or equipment that came with it, leaving nothing behind. The Hanged Man (Ace of Diamonds) An image of a man hanging from the gallows is present on the card. As the card is drawn, the man begins to look more and more like the person who drew it, until it looks exactly like them. The person who drew the card will now become a wanted criminal, with a large reward on bringing his head to any authoritative figure. Word spreads immediately, and most NPCs become hostile, spurred on by the reward for killing the cardbearer. This persists until the cardbearer is killed or finds a way to clear their name.

The Tombstone (Ace of Clubs) An image of an old tombstone bearing the mark of Lathander is present on the card. This card does not expire and can be used whenever the cardbearer wants. It can be traded, dropped or stolen. When used, the user may copy the effect of any card previously drawn from the deck. The effect happens as per the card reused, and the tombstone card is destroyed. The user may not copy any cards that have not been pulled from the deck yet. The user cannot copy the tombstone card. The Pantheon (King of Spades) An image of a vast, ornate temple is present on this card. The card shines brightly and disappears, enveloping the party in a bright light. The party is transported to the temple shown on the card, and are in the presence of the gods. The cardbearer only may ask the gods one question before being returned to the material plane. The player who draws the card may ask the DM one question, and the DM must answer truthfully. The Horizon (King of Hearts) A detailed image of the symbol of Lathander is present on the card. This card does not expire and can be used whenever the cardbearer wants. It can be traded, dropped or stolen. This card can only be used outside, when the cardbearers feet are planted on the ground or something attached to the ground, and while 300ft above ground level (e.g. a mountain or the roof of a tall building). The cardbearer can use this card to transport themselves and any creatures within 50 ft of them to any area that they can physically see with their eyes, without the use of items or enchantments. When used, the card is destroyed. The Memory (King of Diamonds) A vague landscape is present on the card. The cardbearer can’t help but feel this place looks familiar. The DM does NOT read this effect out loud. The player that draws this card must say the name of a location that they have been to. Once chosen, the cardbearer and anyone within 50 ft of them are transported to that location. The cardbearer does not know that they are going to teleport when they recognize the landscape. After teleporting, this card is destroyed. The Coin (King of Clubs) A single gold coin is present on the card. The card shimmers softly before disappearing. As it does, the coin purses of the cardbearer and their party suddenly feel heavier. For the next 12 Hours, the party’s coin purses have infinite gold coins inside them. These may be used as regular gold coins. At the end of the 12 hours, every piece of currency owned by the cardbearer and his party disappear, along with any currency hidden in their name, leaving the party completely broke. Items and equipment bought with the coins do not disappear. Coins traded to creatures outside of the party do not disappear, provided they weren’t given under the impression that they would be given back to the party. The Archmage (Queen of Spades) An image of an old, wise looking wizard is present on the card. The card erupts in a burst of magic, flooding the cardbearer with arcane energy. If the cardbearer is a magic user, they can choose to gain either one Level 2 Spell Slot or two Level 1 Spell slots. If they are not a magic user, they gain access to one cantrip of their choice permanently. The Left Hand (Queen of Hearts) An image of a humanoid left hand glowing with a white aura is present on the card. The card begins glowing with the same white aura, and dissolves into the cardbearer. The DM can choose not to reveal the effect of this card. The next weapon that the cardbearer touches with their left hand becomes blessed, giving it +1 to Damage and Hit rolls. The Right Hand (Queen of Diamonds) An image of a humanoid right hand glowing with a black aura is present on the card. The card begins glowing with the same black aura, and dissolves into the cardbearer. The DM can choose not to reveal the effect of this card. The next weapon that the cardbearer touches with their right hand becomes cursed, giving it -1 to Damage and Hit rolls. The Third Eye (Queen of Clubs) An image of a monk with a vibrant third eye is present on the card. This card does not expire and can be used whenever the cardbearer wants. It can be traded, dropped or stolen. Using the card allows the user to see through another creatures eyes for 10 minutes. The user must have made direct eye contact with it’s target, unassisted by items or enchantments. The target must have at least one working eye. The user cannot hear anything said to the target. After using this card, it is destroyed. The Arrogant (Jack of Spades) An image of Karsus is present on the card. This card erupts into arcane energy that spreads in a radius around the cardbearer. The cardbearer has a negative effect on the Weave, causing spells cast within 30ft of them to be unstable. When someone within this range casts a spell, they must roll a d20. If a 1-3 is rolled, the spell collapses and the caster must roll from the wild magic table instead. This curse can only be removed by a wish spell.

The Adventurer (Jack of Hearts) An image of an adventurer is present on the card. The type of adventurer depicted is random and determined when the card is drawn. The card erupts in a soft light that spreads over the cardbearers body and envelops them. Roll 1d12 to determine what class appeared and what bonuses are granted. If the class rolled is the same as the cardbearers, the ability bonus is increased to +2. If you are already proficient in the skill granted, double the proficiency bonus added to that skill. If you already have double proficiency in that skill, choose another skill to add proficiency to. D12 Class Bonuses Given 1 Barbarian +1 Str, Proficiency in Athletics 2 Bard +1 Cha, Proficiency in Persuasion 3 Cleric +1 Wis, Proficiency in Medicine 4 Druid +1 Wis, Proficiency in Animal Handling 5 Fighter +1 Str, Proficiency in Acrobatics 6 Monk +1 Con, Proficiency in Insight 7 Paladin +1 Cha, Proficiency in Religion 8 Ranger +1 Dex, Proficiency in Nature 9 Rogue +1 Dex, Proficiency in Stealth 10 Sorceror +1 Con, Proficiency in Arcana 11 Warlock +1 Int, Proficiency in Deception 12 Wizard +1 Int, Proficiency in History The Scales (Jack of Diamonds) An image of a golden set of scales is present on the card. The card shimmers and disappears, as it does the cardbearer feels their body shift. The cardbearers two highest stats are reduced by one point, and two lowest stats are raised by one point. The Bride (Jack of Clubs) An image of a beautiful woman in wedding attire is present on the card. The card glows with a soft pink light and softly vanishes, leaving behind a nice fragrance. Within three days, the cardbearer will receive a message from the ruler of the kingdom closest to their homeland. The Ruler has heard tales of their deeds and decided that his daughter will be wed to them two weeks after receiving the message. Should the cardbearer fail to be at the wedding, the Ruler will seek vengeance against the cardbearer. The Ruler can be convinced to call off the wedding, however the daughter may still be in love with the cardbearer. The Commandment (Ten of Spades) An image of a High-Ranking Officer reading an official order is present on the card. Upon seeing this card, the cardbearer is compelled to draw two more cards from the deck. If there are others present, the cardbearer may order them to draw the cards, if not he must draw them himself. The two cards drawn are activated as per their descriptions. After drawing two cards, The Commandment is reinserted back into the deck. The cardbearer will be unable to move until two cards have been drawn and the Commandment is reinserted. If this card is the final card in the deck or if there is only one card left to be drawn, it is destroyed when drawn. The cardbearer is punished for being unable to fulfill the command given and has -5 to all rolls until the next sunrise. The Sunrise (Ten of Hearts) A basic symbol of Lathander is present on the card. Upon drawing this card, the deck seals itself shut and begins glowing brightly. The pouch gets slightly heavier as its contents are refilled. Shuffle the cards that have been drawn from the deck previously. Roll a D4, and add 1d4+1 cards from the used cards back into the pouch of cards. Do not look at the cards added back in. The Sunrise card cannot be added back in, and is destroyed after being used. The Dragon (Ten of Diamonds) A fierce, beautiful Dragon is present on the card. Upon drawing this card, a Dragon of the DMs choice appears within view of the cardbearer. If the cardbearer has hurt or killed a dragon in the past year, this dragon is hostile and will start an encounter. If the cardbearer has had no interactions with Dragons, the Dragon will be neutral and may attack/ignore/help the party depending on their actions. If the cardbearer has helped a dragon in the past year, the Dragon will assist the party until the next sunrise, then will leave. If two or more of these conditions are met, the dragon will be neutral. The Seraphim (Ten of Clubs) An image of a beautiful, androgynous Angel is present on the card. The card shines in a massive, blinding light that stuns the party and disappears. The DM does NOT reveal the effect of this card until it activates. If the cardbearer, or anyone in the cardbearers party when the card was drawn, dies completely, an angel descends and blesses them with the light of Lathander, restoring their life and bringing them back to full strength as if they just had a full long rest. This effect can only happen once. If a single attack or spell kills multiple party members, all of them are brought back simultaneously. The Eclipse (Nine of Spades) A sun blotted out by another celestial body is present on the card. The card glows black and crumbles into dust. As it does, the sky darkens as a total eclipse blocks the suns light. The rest of the day is treated as night time, and Undead creatures gain +1 to Attack and Damage rolls. The eclipse lasts until sunset. At the next sunrise, the deck of dawnlight mystics will refuse to open.