Mielikki's Dangerous Deck of Beasts



Wondrous Item. Legendary.



This magic item appeares to be a very small, black wooden box, held shut with a delicate looking silver latch. It is embossed with the etching of the holy symbol of Mielikki, (a unicorn's head facing left, decorated with leaves). It appears to hold a set of 16 cards though you cannot see their faces without drawing them.





Every ivory card drawn will result in a magical effect. Upon drawing a card, the card then disintegrates.





There are 16 cards. Roll 2d4 of differing colors, deciding which is the first and which is the second before rolling as if they were percentile dice. The first d4 is the category, the second is the card. Alternatively, you may draw from a deck of cards that contains just the 16 listed. Upon drawing a card, the effect listed occurs and the card disintegrates into dust. The case of cards instantly teleports to the possession of the next nearest humanoid. Any attempt to draw another card after having drawn one already will not work for 10 days, the cards will be incorporeal to you until then. Drawing a card removes it from the deck, rolling its corresponding number will require a reroll. Attempting to remove a card by any other method than by drawing one will not work, and only 1 card can be drawn in a turn. If the box is out of cards, it will teleport randomly to a far away location in the world, likely a ruin or other place of ancient druidic power, and be refilled with its cards, unlikely to ever be found by the same group again. Using divination magic to attempt to find it always fails, as if it were in a thick lead case.



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1 Ace of diamonds - Firefly - If you do not have darkvision, add darkvision. If you have darkvision, add superior darkvision. If you have superior darkvision, you now have blindsight out to 30 feet.





2 King of diamonds - Dragon - 10d20 (or 100) gold pieces begin to rain from the sky around you over the course of 3 rounds, collectively dealing 1 bludgeoning damage per round to the creature that drew the card. If you are inside, they phase through whatever is above you until entering the room you are in at which point they become physical.





3 Queen of diamonds - Unicorn - If you have Spellcasting, you now restore a number of spell slots equal to the number of hit die spent during a short rest. When taking a short rest, roll a d4 for every hit die spent, this will determine the level of spell slot regained, a 4 means a 4th level spell slot is regained. If there are no spell slots remaining to be filled in that level, a spell slot of the level beneath that is regained instead. If you do not have Spellcasting, you gain the Magic Initiate feat.



Alternatively, if you use the Spell Points system in place of Spell slots, hitpoints regained during a short rest refill an equivilent number of Spell Points.



4 Jack of diamonds - Dolphin - You have a swimming speed equal to your walking speed while you are not wearing heavy armor. Doffing armor while submerged in water no longer costs you an action. You are immune to hypothermia.







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1 Ace of Clubs - Scorpion - Make a DC 19 constitution saving throw or take 4d8 poison damage, half as much on a success. The hitpoints lost not regained via any healing or long rest, they can only regained when a Remove Curse spell is cast on you thus returning your hitpoint maximum to normal.





2 King of Clubs - Locust - You gain 5 points of exhaustion. If this would kill you, then instead you are dropped to 1 hitpoint and are incapacitated until you receive nutrition and water. Magic that prevents you from taking points of exhaustion are ignored.





3 Queen of Clubs - Scarab - 3 cryptic, greenish coins of an unidentifiable metal appear in your hand, each with an embossed image of a beetle and dozens of small unreadable runes. For so long as you have these coins, you are cursed with bad luck, suffering a -1 penalty to all saving throws (except death saving throws) per coin in your possession. The only way to get rid of them is to give away as a gift to 3 separate willing creatures who would accept the coin as a gift, passing the curse on to them. Attempting to leave them behind or drop them will cause them to reappear on your person so long as you have a pocket, backpack, bag of holding, coinpurse, or other manner of container. If you do not have such a container, you will begin to feel extremely itchy as if beetles were crawling all over you, and proceeding to scratch yourself will cause the coin(s) to appear in your hand. A Remove Curse spell will cause a single coin to be able to be left behind and it will not return, however the next creature to pick up the coin will then be cursed thereafter by the same effect.





4 Jack of Clubs - Spider - A number of Swarms of Spiders equal to half your character level ooze forth from the walls and floor to attack you, but deal psychic damage instead of piercing damage. Only the creature who drew the card can see the spiders, as they are in their mind. They are immune to all damage not done by the creature that drew the Spider card. Upon the creature who drew the Spider card reaching 0 hitpoints, the spiders vanish.



